-----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:
Angelo Salese 2009-11-09 22:17:32 +00:00
parent 4c00d7f29f
commit 350260f055

View File

@ -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;