(document some other known issues)
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@ -17,8 +17,11 @@
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* + dirtdash spotlight is opaque for a short time when exiting the jungle level
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* + dirtdash spotlight is opaque for a short time when exiting the jungle level
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* + dirtdash speedometer has wrong colors when in the jungle level
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* + dirtdash speedometer has wrong colors when in the jungle level
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* + dirtdash record time message creates a 'gap' in the spotlight when entering the jungle level (possibly just a game bug)
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* + dirtdash record time message creates a 'gap' in the spotlight when entering the jungle level (possibly just a game bug)
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* - window clipping is wrong in acedrvrw, victlapw
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* - ridgerac waving flag title screen is missing, just an empty beach scenery instead
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* - global offset is wrong in non-super22 servicemode video test, and above that, it flickers in acedrvrw, victlapw
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* - dirtdash polys are broken at the start section of the mountain level
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* - dirtdash polys are broken at the start section of the mountain level
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* - window clipping (acedrvrw, victlapw)
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* - alpinr2b skiier selection screen should have mirrored models (easiest to see with cursor on the red pants guy)
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* - propcycl scoreboard sprite part should fade out in attract mode and just before game over, fader or fog related?
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* - propcycl scoreboard sprite part should fade out in attract mode and just before game over, fader or fog related?
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* - 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
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* - 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
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* czram contents is rather odd here and partly cleared (probably the cause?):
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* czram contents is rather odd here and partly cleared (probably the cause?):
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@ -1409,7 +1412,7 @@ namcos22_draw_direct_poly( running_machine &machine, const UINT16 *pSource )
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int i, cztype = pSource[3]&3;
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int i, cztype = pSource[3]&3;
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if( state->m_mbSuperSystem22 )
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if( state->m_mbSuperSystem22 )
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{
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{
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cztype ^= 3;
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cztype ^= 3; // ? not sure, but this makes testmode look like on a pcb (only 1 pcb checked)
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node->data.quad3d.cmode = (pSource[2]&0x00f0)>>4;
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node->data.quad3d.cmode = (pSource[2]&0x00f0)>>4;
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node->data.quad3d.textureBank = (pSource[2]&0x000f);
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node->data.quad3d.textureBank = (pSource[2]&0x000f);
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}
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}
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@ -1904,7 +1907,7 @@ is the high byte of each word used? it's usually 00, and in dirtdash always 02
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low byte of each word:
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low byte of each word:
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byte 0 looks like a blend factor
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byte 0 looks like a blend factor
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bytes 1,2,3 a secondary brightness factor per rgb channel
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bytes 1,2,3 a secondary brightness factor per rgb channel(?)
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*/
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*/
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