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Fixed Densya de Go 2 / 2 Ex crash when entering into gameplay, game is now playable
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@ -344,8 +344,8 @@ Notes:
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- dendeg doesn't show credit display
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- landgear has some weird crashes (after playing one round, after a couple of loops in attract mode) (needs testing -AS)
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- landgear has huge 3d problems on gameplay (CPU comms?)
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- dendeg2/dendeg2x usually crashes when starting the game (lots of read and writes to invalid addresses).
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- All dendeg games have random wrong textures/palettes. (can't see any ... -AS)
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- dendeg2 shows a debug string during gameplay?
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- Train board (external sound board with OKI6295) is not emulated.
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- dangcurv DSP program crashes very soon, so no 3d is currently shown.
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- add idle skips if possible
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@ -1902,8 +1902,8 @@ ROM_END
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GAME( 1996, dendeg, 0, taitojc, dendeg, taitojc, ROT0, "Taito", "Densya De Go (Japan)", GAME_IMPERFECT_GRAPHICS )
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GAME( 1996, dendegx, dendeg, taitojc, dendeg, taitojc, ROT0, "Taito", "Densya De Go Ex (Japan)", GAME_IMPERFECT_GRAPHICS )
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GAME( 1998, dendeg2, 0, taitojc, dendeg, taitojc, ROT0, "Taito", "Densya De Go 2 (Japan)", GAME_NOT_WORKING )
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GAME( 1998, dendeg2x, dendeg2, taitojc, dendeg, taitojc, ROT0, "Taito", "Densya De Go 2 Ex (Japan)", GAME_NOT_WORKING )
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GAME( 1998, dendeg2, 0, taitojc, dendeg, taitojc, ROT0, "Taito", "Densya De Go 2 (Japan)", GAME_IMPERFECT_GRAPHICS )
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GAME( 1998, dendeg2x, dendeg2, taitojc, dendeg, taitojc, ROT0, "Taito", "Densya De Go 2 Ex (Japan)", GAME_IMPERFECT_GRAPHICS )
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GAME( 1996, sidebs, 0, taitojc, sidebs, taitojc, ROT0, "Taito", "Side By Side (Japan)", GAME_IMPERFECT_GRAPHICS )
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GAME( 1997, sidebs2, 0, taitojc, sidebs, taitojc, ROT0, "Taito", "Side By Side 2 (North/South America)", GAME_IMPERFECT_GRAPHICS )
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GAME( 1997, sidebs2j, sidebs2, taitojc, sidebs, taitojc, ROT0, "Taito", "Side By Side 2 (Japan)", GAME_IMPERFECT_GRAPHICS )
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@ -167,7 +167,7 @@ static void draw_object(running_machine &machine, bitmap_t *bitmap, const rectan
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y2 = cliprect->max_y;
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}
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if(!color_depth) // Densya de Go 2X "credit text", 4bpp
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if(!color_depth) // Densya de Go 2/2X "credit text", 4bpp
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{
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for (j=y1; j < y2; j++)
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{
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@ -355,9 +355,17 @@ static void render_solid_scan(void *dest, INT32 scanline, const poly_extent *ext
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int color = extent->param[1].start;
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float dz = extent->param[0].dpdx;
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UINT16 *fb = BITMAP_ADDR16(destmap, scanline, 0);
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UINT16 *zb = BITMAP_ADDR16(extra->zbuffer, scanline, 0);
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UINT16 *zb;// = BITMAP_ADDR16(extra->zbuffer, scanline, 0);
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int x;
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// avoid crash in dendeg2
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if (!extra->zbuffer)
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{
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return;
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}
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zb = BITMAP_ADDR16(extra->zbuffer, scanline, 0);
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for (x = extent->startx; x < extent->stopx; x++)
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{
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int iz = (int)z & 0xffff;
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