mirror of
https://github.com/holub/mame
synced 2025-05-25 23:35:26 +03:00
-----Messaggio originale-----
Da: David Haywood [mailto:neohaze@nildram.co.uk] Inviato: lunedì 9 novembre 2009 22.59 A: Angelo Salese Oggetto: Change order in which KonamiGX sprite offsets are applied this allows the soccerss sprites to not clip at the edges due to offset we apply (there is still 8 pixel clipping, but this is part of the game and should be hidden by a missing part of the text layer) note, I haven't tested other GX games, if it breaks you get to keep the pieces because the achocode in machine/konamigx.c (which really should be video/konamigx.c ...) is impossible to follow* * it contains actual operations in if statements, extensive reuse of 'temp' variables for 200 different meanings to save creating a new variable, pseudo asm code, and arbitary sized buffers to do sorting, and code which generally makes no sense at all. 99^ of it iv video related reimplemnetations of konamigx.c with no safety checking and hacks for gx system.
This commit is contained in:
parent
4c00d7f29f
commit
350260f055
@ -1591,12 +1591,13 @@ void konamigx_mixer(running_machine *machine, bitmap_t *bitmap, const rectangle
|
||||
|
||||
// apply wrapping and global offsets
|
||||
temp = wrapsize-1;
|
||||
|
||||
ox += K053247_dx;
|
||||
oy -= K053247_dy;
|
||||
ox = ( ox - offx) & temp;
|
||||
oy = (-oy - offy) & temp;
|
||||
if (ox >= xwraplim) ox -= wrapsize;
|
||||
if (oy >= ywraplim) oy -= wrapsize;
|
||||
ox += K053247_dx;
|
||||
oy += K053247_dy;
|
||||
|
||||
|
||||
temp = temp4>>8 & 0x0f;
|
||||
|
Loading…
Reference in New Issue
Block a user