Konami devices: Fixed sprite Z code rejection regression (hap)

This commit is contained in:
Michaël Banaan Ananas 2010-05-17 23:34:01 +00:00
parent d0bdd962ef
commit 3a567b296b

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@ -5,10 +5,8 @@ TODO:
hardcoded in the drivers; there might be a control bit somewhere.
Games requiring shadows to affect sprites behind them:
- Surprise Attack (dark glass walls in level 3)
- 88 Games (angle indicator in the long jump event)
- 88 Games (angle indicator in the long jump event).
- Sunset Riders (bull's eye in the saloon cutscene)
- TMNT 2 (lightbeam in level 4 cave)
- Metamorphic Force (double! lightbeam just before the last boss)
Games requiring shadows to NOT affect sprites behind them:
- Asterix (Asterix's shadow would be over his feet otherwise)
- X-Men is dubious, see enemies halfway through level 1 coming from above with
@ -4098,6 +4096,7 @@ static DEVICE_START( k05324x )
k05324x->ramsize = 0x800;
k05324x->z_rejection = -1;
k05324x->memory_region = intf->gfx_memory_region;
k05324x->gfx = machine->gfx[intf->gfx_num];
k05324x->dx = intf->dx;
@ -4119,7 +4118,6 @@ static DEVICE_RESET( k05324x )
k05324x_state *k05324x = k05324x_get_safe_token(device);
int i;
k05324x->z_rejection = -1;
k05324x->rombank = 0;
for (i = 0; i < 0x10; i++)