Actually Cross Shooter Z80s runs at 6 MHz, fixed firing rate bug

This commit is contained in:
Angelo Salese 2013-07-17 22:07:39 +00:00
parent 77a3e76ec6
commit 2ac30254ba

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@ -220,8 +220,6 @@ conventional RAM. See the memory map for sprite data format.
TODO:
- MCU is identical between Empire City and Cross Shooter, I guess it's coinage
related.
- Cross Shooter has serious issues with firing rate, especially noticeable
when some bosses appears. irq related?
- palette is incorporated - fix!!!
- handle transparency in text layer properly (how?)
- second bank of sf02 is this used? (probably NOT)
@ -570,10 +568,17 @@ static MACHINE_CONFIG_START( stfight, stfight_state )
MACHINE_CONFIG_END
static MACHINE_CONFIG_DERIVED( cshooter, stfight )
MCFG_CPU_MODIFY("maincpu")
MCFG_CPU_REPLACE("maincpu", Z80, 6000000) /* 6 MHz */
MCFG_CPU_PROGRAM_MAP(cshooter_cpu1_map)
MCFG_CPU_VBLANK_INT_DRIVER("screen", stfight_state, stfight_vb_interrupt)
MCFG_CPU_ADD("mcu", M68705, 3000000) /* 3 MHz */
MCFG_CPU_REPLACE("audiocpu", Z80, 6000000) /* 6 MHz */
MCFG_CPU_PROGRAM_MAP(cpu2_map)
MCFG_CPU_PERIODIC_INT_DRIVER(stfight_state, irq0_line_hold, 120)
MCFG_QUANTUM_TIME(attotime::from_hz(600))
MCFG_CPU_ADD("mcu", M68705, 6000000) /* 6 MHz? */
MCFG_CPU_PROGRAM_MAP(cshooter_mcu_map)
MCFG_SCREEN_MODIFY("screen")