From 4b43e63aecc7145317f85e6a40abf3a1dff12008 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Micha=C3=ABl=20Banaan=20Ananas?= Date: Wed, 29 May 2013 15:39:19 +0000 Subject: [PATCH] small update --- src/emu/machine/7200fifo.c | 8 +++++++- src/mame/drivers/seibuspi.c | 9 +++------ src/mame/drivers/zn.c | 2 +- 3 files changed, 11 insertions(+), 8 deletions(-) diff --git a/src/emu/machine/7200fifo.c b/src/emu/machine/7200fifo.c index fa42953035a..1fbc5f76570 100644 --- a/src/emu/machine/7200fifo.c +++ b/src/emu/machine/7200fifo.c @@ -19,7 +19,7 @@ const device_type FIFO7200 = &device_creator; //------------------------------------------------- fifo7200_device::fifo7200_device(const machine_config &mconfig, const char *tag, device_t *owner, UINT32 clock) - : device_t(mconfig, FIFO7200, "IDT7200 Asynchronous FIFO", tag, owner, clock), + : device_t(mconfig, FIFO7200, "IDT7200 FIFO", tag, owner, clock), m_ram_size(0), m_ef_handler(*this), m_ff_handler(*this), @@ -74,7 +74,10 @@ void fifo7200_device::device_reset() void fifo7200_device::fifo_write(UINT32 data) { if (m_ff) + { + logerror("IDT7200 %s fifo_write overflow!\n", tag()); return; + } m_buffer[m_write_ptr] = data; m_write_ptr = (m_write_ptr + 1) % m_ram_size; @@ -102,7 +105,10 @@ void fifo7200_device::fifo_write(UINT32 data) UINT32 fifo7200_device::fifo_read() { if (m_ef) + { + logerror("IDT7200 %s fifo_read underflow!\n", tag()); return ~0; + } UINT16 ret = m_buffer[m_read_ptr]; m_read_ptr = (m_read_ptr + 1) % m_ram_size; diff --git a/src/mame/drivers/seibuspi.c b/src/mame/drivers/seibuspi.c index 11f3d8efb7d..7cfc8c27f44 100644 --- a/src/mame/drivers/seibuspi.c +++ b/src/mame/drivers/seibuspi.c @@ -25,12 +25,9 @@ It has a 40MHz AMD 386 and a considerably weaker sound system (dual MSM6295). TODO: -- Alpha blending. Screen shot on www.system16.com show that during attract mode - in Viper Phase 1 the "Viper" part of the logo (the red part) should be partially - transparent. Same thing with the blu "Viper" logo when on the "push 1 or 2 - players button" screen. Note that the red logo is tiles, the blue logo is sprites. - Same thing with the lights on the ground at the beginning of the game. They are - opaque now, you should see the background tiles through. +- Alpha blending on sprites. In Viper Phase 1, see the blue "Viper" logo when on the + "push 1 or 2 players button" screen. Note that the alpha blended red logo on the + title screen is tiles(that effect is emulated), this blue logo is sprites. */ diff --git a/src/mame/drivers/zn.c b/src/mame/drivers/zn.c index 3313b97b939..c1becbac6b4 100644 --- a/src/mame/drivers/zn.c +++ b/src/mame/drivers/zn.c @@ -2458,7 +2458,7 @@ static MACHINE_CONFIG_DERIVED( coh1002msnd, coh1002m ) MCFG_CPU_IO_MAP(cbaj_z80_port_map) MCFG_FIFO7200_ADD("cbaj_fifo1", 0x400) // LH540202 - MCFG_FIFO7200_ADD("cbaj_fifo2", 0x400) // LH540202 + MCFG_FIFO7200_ADD("cbaj_fifo2", 0x400) // " MCFG_QUANTUM_TIME(attotime::from_hz(6000))