From 3a567b296bfa1d822431c769d7989cd95ba8bd79 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Micha=C3=ABl=20Banaan=20Ananas?= Date: Mon, 17 May 2010 23:34:01 +0000 Subject: [PATCH] Konami devices: Fixed sprite Z code rejection regression (hap) --- src/mame/video/konicdev.c | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/src/mame/video/konicdev.c b/src/mame/video/konicdev.c index c0125de9792..1049bd4f550 100644 --- a/src/mame/video/konicdev.c +++ b/src/mame/video/konicdev.c @@ -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++)