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powerbal.cpp: adjusted offsets for atombjt, also removed MNW flag since it is playable, with maybe some smal GFX and sound glitch (nw)
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@ -569,8 +569,8 @@ VIDEO_START_MEMBER(powerbal_state,atombjt)
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{
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m_bg_tilemap = &machine().tilemap().create(*m_gfxdecode, tilemap_get_info_delegate(*this, FUNC(powerbal_state::powerbal_get_bg_tile_info)), TILEMAP_SCAN_COLS, 8, 8, 64, 32);
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m_xoffset = 32;
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m_yoffset = 8;
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m_xoffset = 0x23;
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m_yoffset = 0x09;
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m_sprtranspen = 0xf;
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m_bg_tilemap->set_scrollx(0, -64);
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@ -875,4 +875,4 @@ void powerbal_state::init_magicstk()
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GAME( 1994, powerbal, 0, powerbal, powerbal, powerbal_state, init_powerbal, ROT0, "Playmark", "Power Balls", MACHINE_SUPPORTS_SAVE )
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GAME( 1995, magicstk, 0, magicstk, magicstk, powerbal_state, init_magicstk, ROT0, "Playmark", "Magic Sticks", MACHINE_SUPPORTS_SAVE )
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GAME( 1995, hotminda, hotmind, magicstk, hotminda, powerbal_state, init_magicstk, ROT0, "Playmark", "Hot Mind (adjustable prize)", MACHINE_SUPPORTS_SAVE )
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GAME( 1993, atombjt, bjtwin, atombjt, atombjt, powerbal_state, empty_init, ROT270, "bootleg (Kyon K.)", "Atom (bootleg of Bombjack Twin)", MACHINE_NO_COCKTAIL | MACHINE_IMPERFECT_SOUND | MACHINE_IMPERFECT_GRAPHICS | MACHINE_NOT_WORKING ) // some non-trivial mods to the gfx and sound hw wrt nmk16 hw original
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GAME( 1993, atombjt, bjtwin, atombjt, atombjt, powerbal_state, empty_init, ROT270, "bootleg (Kyon K.)", "Atom (bootleg of Bombjack Twin)", MACHINE_NO_COCKTAIL | MACHINE_IMPERFECT_SOUND | MACHINE_IMPERFECT_GRAPHICS ) // some non-trivial mods to the gfx and sound hw wrt nmk16 hw original, does this really support flip screen?
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