nmk16.cpp : Add notes

Add romanization of firehawk* chinese title screen, Simpler gfx layouts, Fix spacing
This commit is contained in:
cam900 2018-05-11 02:01:02 +09:00 committed by Vas Crabb
parent 85c788bb9a
commit 2bf40b0c65

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@ -3485,8 +3485,8 @@ static INPUT_PORTS_START( firehawk )
PORT_DIPSETTING( 0x0100, DEF_STR( Off ) )
PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
PORT_DIPNAME( 0x0200, 0x0200, DEF_STR( Region ) ) PORT_DIPLOCATION("SW2:7")
PORT_DIPSETTING( 0x0200, DEF_STR( World ) )
PORT_DIPSETTING( 0x0000, DEF_STR( China ) )
PORT_DIPSETTING( 0x0200, DEF_STR( World ) ) // Fire Hawk
PORT_DIPSETTING( 0x0000, DEF_STR( China ) ) // 火狐傳說/Huǒhú chuánshuō
PORT_DIPNAME( 0x0400, 0x0400, DEF_STR( Free_Play ) ) PORT_DIPLOCATION("SW2:6")
PORT_DIPSETTING( 0x0400, DEF_STR( Off ) )
PORT_DIPSETTING( 0x0000, DEF_STR( On ) )
@ -3700,9 +3700,9 @@ static const gfx_layout charlayout =
8,8,
RGN_FRAC(1,1),
4,
{ 0, 1, 2, 3 },
{ 0*4, 1*4, 2*4, 3*4, 4*4, 5*4, 6*4, 7*4 },
{ 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32 },
{ STEP4(0,1) },
{ STEP8(0,4) },
{ STEP8(0,4*8) },
32*8
};
@ -3711,35 +3711,33 @@ static const gfx_layout tilelayout =
16,16,
RGN_FRAC(1,1),
4,
{ 0, 1, 2, 3 },
{ 0*4, 1*4, 2*4, 3*4, 4*4, 5*4, 6*4, 7*4,
16*32+0*4, 16*32+1*4, 16*32+2*4, 16*32+3*4, 16*32+4*4, 16*32+5*4, 16*32+6*4, 16*32+7*4 },
{ 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32,
8*32, 9*32, 10*32, 11*32, 12*32, 13*32, 14*32, 15*32 },
{ STEP4(0,1) },
{ STEP8(0,4), STEP8(4*8*16,4) },
{ STEP16(0,4*8) },
32*32
};
static GFXDECODE_START( tharrier )
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x000, 16 ) /* color 0x200-0x2ff */
GFXDECODE_ENTRY( "bgtile", 0, tilelayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x000, 16 ) /* color 0x200-0x2ff */
GFXDECODE_ENTRY( "bgtile", 0, tilelayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "sprites", 0, tilelayout, 0x100, 16 ) /* color 0x100-0x1ff */
GFXDECODE_END
static GFXDECODE_START( macross )
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x200, 16 ) /* color 0x200-0x2ff */
GFXDECODE_ENTRY( "bgtile", 0, tilelayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x200, 16 ) /* color 0x200-0x2ff */
GFXDECODE_ENTRY( "bgtile", 0, tilelayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "sprites", 0, tilelayout, 0x100, 16 ) /* color 0x100-0x1ff */
GFXDECODE_END
static GFXDECODE_START( macross2 )
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x300, 16 ) /* color 0x300-0x3ff */
GFXDECODE_ENTRY( "bgtile", 0, tilelayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x300, 16 ) /* color 0x300-0x3ff */
GFXDECODE_ENTRY( "bgtile", 0, tilelayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "sprites", 0, tilelayout, 0x100, 32 ) /* color 0x100-0x2ff */
GFXDECODE_END
static GFXDECODE_START( bjtwin )
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "bgtile", 0, charlayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "bgtile", 0, charlayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "sprites", 0, tilelayout, 0x100, 16 ) /* color 0x100-0x1ff */
GFXDECODE_END
@ -3747,17 +3745,17 @@ GFXDECODE_END
static GFXDECODE_START( bioship )
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x300, 16 ) /* color 0x300-0x3ff */
GFXDECODE_ENTRY( "bgtile", 0, tilelayout, 0x100, 16 ) /* color 0x100-0x1ff */
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x300, 16 ) /* color 0x300-0x3ff */
GFXDECODE_ENTRY( "bgtile", 0, tilelayout, 0x100, 16 ) /* color 0x100-0x1ff */
GFXDECODE_ENTRY( "sprites", 0, tilelayout, 0x200, 16 ) /* color 0x200-0x2ff */
GFXDECODE_ENTRY( "gfx4", 0, tilelayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "gfx4", 0, tilelayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_END
static GFXDECODE_START( strahl )
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "bgtile", 0, tilelayout, 0x300, 16 ) /* color 0x300-0x3ff */
GFXDECODE_ENTRY( "fgtile", 0, charlayout, 0x000, 16 ) /* color 0x000-0x0ff */
GFXDECODE_ENTRY( "bgtile", 0, tilelayout, 0x300, 16 ) /* color 0x300-0x3ff */
GFXDECODE_ENTRY( "sprites", 0, tilelayout, 0x100, 16 ) /* color 0x100-0x1ff */
GFXDECODE_ENTRY( "gfx4", 0, tilelayout, 0x200, 16 ) /* color 0x200-0x2ff */
GFXDECODE_ENTRY( "gfx4", 0, tilelayout, 0x200, 16 ) /* color 0x200-0x2ff */
GFXDECODE_END
@ -5128,20 +5126,20 @@ static const gfx_layout layout_16x16x4_swapped =
};
static GFXDECODE_START( grdnstrm )
GFXDECODE_ENTRY( "fgtile", 0, layout_8x8x4, 256*2, 16 ) // [2] Layer 1
GFXDECODE_ENTRY( "bgtile", 0, layout_16x16x8, 256*0, 1 ) // [1] Layer 0
GFXDECODE_ENTRY( "fgtile", 0, layout_8x8x4, 256*2, 16 ) // [2] Layer 1
GFXDECODE_ENTRY( "bgtile", 0, layout_16x16x8, 256*0, 1 ) // [1] Layer 0
GFXDECODE_ENTRY( "sprites", 0, layout_16x16x4, 256*1, 16 ) // [0] Sprites
GFXDECODE_END
static GFXDECODE_START( stagger1 )
GFXDECODE_ENTRY( "fgtile", 0, layout_8x8x4, 256*2, 16 ) // [2] Layer 1
GFXDECODE_ENTRY( "bgtile", 0, layout_16x16x4, 256*0, 16 ) // [1] Layer 0
GFXDECODE_ENTRY( "fgtile", 0, layout_8x8x4, 256*2, 16 ) // [2] Layer 1
GFXDECODE_ENTRY( "bgtile", 0, layout_16x16x4, 256*0, 16 ) // [1] Layer 0
GFXDECODE_ENTRY( "sprites", 0, layout_16x16x4, 256*1, 16 ) // [0] Sprites
GFXDECODE_END
static GFXDECODE_START( redhawkb )
GFXDECODE_ENTRY( "fgtile", 0, layout_8x8x4, 256*2, 16 ) // [2] Layer 1
GFXDECODE_ENTRY( "bgtile", 0, layout_16x16x4_swapped, 256*0, 16 ) // [1] Layer 0
GFXDECODE_ENTRY( "fgtile", 0, layout_8x8x4, 256*2, 16 ) // [2] Layer 1
GFXDECODE_ENTRY( "bgtile", 0, layout_16x16x4_swapped, 256*0, 16 ) // [1] Layer 0
GFXDECODE_ENTRY( "sprites", 0, layout_16x16x4_swapped, 256*1, 16 ) // [0] Sprites
GFXDECODE_END
@ -8047,8 +8045,8 @@ GAME( 2000, mangchi, 0, popspops, mangchi, nmk16_state, bubl2000, ROT0
// these two are very similar games, but the exact parent/clone relationship is unknown
GAME( 2000, spec2k, 0, spec2k, spec2k, nmk16_state, spec2k, ROT270, "Yona Tech", "Spectrum 2000 (vertical)", MACHINE_IMPERFECT_GRAPHICS ) // the ships sometimes scroll off the screen if you insert a coin during the attract demo? verify it doesn't happen on real hw(!)
GAME( 2000, spec2kh, spec2k, spec2k, spec2k, nmk16_state, spec2k, ORIENTATION_FLIP_Y, "Yona Tech", "Spectrum 2000 (horizontal, buggy) (Europe)", 0 ) // this has odd bugs even on real hardware, eg glitchy 3 step destruction sequence of some larger enemies
GAME( 2001, firehawk, spec2k, firehawk, firehawk, nmk16_state, 0, ORIENTATION_FLIP_Y, "ESD", "Fire Hawk (horizontal)", 0 )
GAME( 2001, firehawkv,spec2k, firehawk, firehawkv,nmk16_state, 0, ORIENTATION_FLIP_Y, "ESD", "Fire Hawk (switchable orientation)", MACHINE_NOT_WORKING ) // incomplete dump, vertical mode gfx not dumped
GAME( 2001, firehawk, spec2k, firehawk, firehawk, nmk16_state, 0, ORIENTATION_FLIP_Y, "ESD", "Fire Hawk (World) / Huohu Chuanshuo (China) (horizontal)", 0 )
GAME( 2001, firehawkv,spec2k, firehawk, firehawkv,nmk16_state, 0, ORIENTATION_FLIP_Y, "ESD", "Fire Hawk (World) / Huohu Chuanshuo (China) (switchable orientation)", MACHINE_NOT_WORKING ) // incomplete dump, vertical mode gfx not dumped
// bee-oh board - different display / interrupt timing to others?
GAME( 1991, manybloc, 0, manybloc, manybloc, nmk16_state, tharrier, ROT270, "Bee-Oh", "Many Block", MACHINE_NO_COCKTAIL | MACHINE_IMPERFECT_SOUND )