From 427a53017b331b497d76c95f4449a9b4969e5ffe Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Micha=C3=ABl=20Banaan=20Ananas?= Date: Mon, 31 Oct 2011 12:35:49 +0000 Subject: [PATCH] (document some other known issues) --- src/mame/video/namcos22.c | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/src/mame/video/namcos22.c b/src/mame/video/namcos22.c index ac5abd47f5e..5062867da6c 100644 --- a/src/mame/video/namcos22.c +++ b/src/mame/video/namcos22.c @@ -17,8 +17,11 @@ * + dirtdash spotlight is opaque for a short time when exiting the jungle level * + dirtdash speedometer has wrong colors when in the jungle level * + dirtdash record time message creates a 'gap' in the spotlight when entering the jungle level (possibly just a game bug) + * - window clipping is wrong in acedrvrw, victlapw + * - ridgerac waving flag title screen is missing, just an empty beach scenery instead + * - global offset is wrong in non-super22 servicemode video test, and above that, it flickers in acedrvrw, victlapw * - dirtdash polys are broken at the start section of the mountain level - * - window clipping (acedrvrw, victlapw) + * - alpinr2b skiier selection screen should have mirrored models (easiest to see with cursor on the red pants guy) * - propcycl scoreboard sprite part should fade out in attract mode and just before game over, fader or fog related? * - ridgerac fogging isn't applied to the upper/side part of the sky (best seen when driving down a hill), it's fine in ridgera2 * czram contents is rather odd here and partly cleared (probably the cause?): @@ -1409,7 +1412,7 @@ namcos22_draw_direct_poly( running_machine &machine, const UINT16 *pSource ) int i, cztype = pSource[3]&3; if( state->m_mbSuperSystem22 ) { - cztype ^= 3; + cztype ^= 3; // ? not sure, but this makes testmode look like on a pcb (only 1 pcb checked) node->data.quad3d.cmode = (pSource[2]&0x00f0)>>4; node->data.quad3d.textureBank = (pSource[2]&0x000f); } @@ -1904,7 +1907,7 @@ is the high byte of each word used? it's usually 00, and in dirtdash always 02 low byte of each word: byte 0 looks like a blend factor - bytes 1,2,3 a secondary brightness factor per rgb channel + bytes 1,2,3 a secondary brightness factor per rgb channel(?) */