fixed pinbo bgcolor

This commit is contained in:
Michaël Banaan Ananas 2011-12-04 16:45:07 +00:00
parent 21502c0ba7
commit 2592b58d58
3 changed files with 4 additions and 14 deletions

View File

@ -19,7 +19,6 @@ Notes:
same as the Rock-Ola games of the same area. Lot of similarities between
these hardware. The music ends at the perfect time with this clock speed
- Lasso: fire button auto-repeats on high score entry screen (real behavior?)
- Pinbo: background color is wrong (MT #4546)
***************************************************************************
@ -182,6 +181,7 @@ static ADDRESS_MAP_START( pinbo_main_map, AS_PROGRAM, 8 )
AM_RANGE(0x0800, 0x0bff) AM_RAM_WRITE(lasso_colorram_w) AM_BASE_MEMBER(lasso_state, m_colorram)
AM_RANGE(0x1000, 0x10ff) AM_RAM AM_BASE_SIZE_MEMBER(lasso_state, m_spriteram, m_spriteram_size)
AM_RANGE(0x1800, 0x1800) AM_WRITE(pinbo_sound_command_w)
AM_RANGE(0x1801, 0x1801) AM_WRITEONLY AM_BASE_MEMBER(lasso_state, m_back_color)
AM_RANGE(0x1802, 0x1802) AM_WRITE(pinbo_video_control_w)
AM_RANGE(0x1804, 0x1804) AM_READ_PORT("1804")
AM_RANGE(0x1805, 0x1805) AM_READ_PORT("1805")
@ -603,11 +603,10 @@ static MACHINE_CONFIG_DERIVED( pinbo, base )
/* video hardware */
MCFG_GFXDECODE(pinbo)
MCFG_PALETTE_LENGTH(256)
MCFG_PALETTE_INIT(RRRR_GGGG_BBBB)
MCFG_VIDEO_START(pinbo)
MCFG_SCREEN_MODIFY("screen")
MCFG_SCREEN_UPDATE(pinbo)
MCFG_SCREEN_UPDATE(chameleo)
/* sound hardware */
MCFG_DEVICE_REMOVE("sn76489.1")

View File

@ -53,4 +53,3 @@ VIDEO_START( pinbo );
SCREEN_UPDATE( lasso );
SCREEN_UPDATE( chameleo );
SCREEN_UPDATE( wwjgtin );
SCREEN_UPDATE( pinbo );

View File

@ -190,6 +190,8 @@ VIDEO_START( pinbo )
/* create tilemap */
state->m_bg_tilemap = tilemap_create(machine, pinbo_get_bg_tile_info, tilemap_scan_rows, 8, 8, 32, 32);
tilemap_set_transparent_pen(state->m_bg_tilemap, 0);
}
@ -410,13 +412,3 @@ SCREEN_UPDATE( wwjgtin )
return 0;
}
SCREEN_UPDATE( pinbo )
{
lasso_state *state = screen->machine().driver_data<lasso_state>();
tilemap_draw(bitmap, cliprect, state->m_bg_tilemap, 0, 0);
draw_sprites(screen->machine(), bitmap, cliprect, 0);
return 0;
}