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https://github.com/holub/mame
synced 2025-07-02 00:29:37 +03:00
small update
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5c699047b1
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@ -19,7 +19,7 @@ const device_type FIFO7200 = &device_creator<fifo7200_device>;
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//-------------------------------------------------
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//-------------------------------------------------
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fifo7200_device::fifo7200_device(const machine_config &mconfig, const char *tag, device_t *owner, UINT32 clock)
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fifo7200_device::fifo7200_device(const machine_config &mconfig, const char *tag, device_t *owner, UINT32 clock)
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: device_t(mconfig, FIFO7200, "IDT7200 Asynchronous FIFO", tag, owner, clock),
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: device_t(mconfig, FIFO7200, "IDT7200 FIFO", tag, owner, clock),
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m_ram_size(0),
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m_ram_size(0),
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m_ef_handler(*this),
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m_ef_handler(*this),
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m_ff_handler(*this),
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m_ff_handler(*this),
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@ -74,7 +74,10 @@ void fifo7200_device::device_reset()
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void fifo7200_device::fifo_write(UINT32 data)
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void fifo7200_device::fifo_write(UINT32 data)
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{
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{
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if (m_ff)
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if (m_ff)
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{
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logerror("IDT7200 %s fifo_write overflow!\n", tag());
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return;
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return;
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}
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m_buffer[m_write_ptr] = data;
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m_buffer[m_write_ptr] = data;
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m_write_ptr = (m_write_ptr + 1) % m_ram_size;
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m_write_ptr = (m_write_ptr + 1) % m_ram_size;
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@ -102,7 +105,10 @@ void fifo7200_device::fifo_write(UINT32 data)
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UINT32 fifo7200_device::fifo_read()
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UINT32 fifo7200_device::fifo_read()
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{
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{
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if (m_ef)
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if (m_ef)
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{
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logerror("IDT7200 %s fifo_read underflow!\n", tag());
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return ~0;
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return ~0;
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}
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UINT16 ret = m_buffer[m_read_ptr];
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UINT16 ret = m_buffer[m_read_ptr];
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m_read_ptr = (m_read_ptr + 1) % m_ram_size;
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m_read_ptr = (m_read_ptr + 1) % m_ram_size;
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@ -25,12 +25,9 @@
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It has a 40MHz AMD 386 and a considerably weaker sound system (dual MSM6295).
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It has a 40MHz AMD 386 and a considerably weaker sound system (dual MSM6295).
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TODO:
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TODO:
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- Alpha blending. Screen shot on www.system16.com show that during attract mode
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- Alpha blending on sprites. In Viper Phase 1, see the blue "Viper" logo when on the
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in Viper Phase 1 the "Viper" part of the logo (the red part) should be partially
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"push 1 or 2 players button" screen. Note that the alpha blended red logo on the
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transparent. Same thing with the blu "Viper" logo when on the "push 1 or 2
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title screen is tiles(that effect is emulated), this blue logo is sprites.
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players button" screen. Note that the red logo is tiles, the blue logo is sprites.
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Same thing with the lights on the ground at the beginning of the game. They are
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opaque now, you should see the background tiles through.
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*/
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*/
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@ -2458,7 +2458,7 @@ static MACHINE_CONFIG_DERIVED( coh1002msnd, coh1002m )
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MCFG_CPU_IO_MAP(cbaj_z80_port_map)
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MCFG_CPU_IO_MAP(cbaj_z80_port_map)
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MCFG_FIFO7200_ADD("cbaj_fifo1", 0x400) // LH540202
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MCFG_FIFO7200_ADD("cbaj_fifo1", 0x400) // LH540202
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MCFG_FIFO7200_ADD("cbaj_fifo2", 0x400) // LH540202
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MCFG_FIFO7200_ADD("cbaj_fifo2", 0x400) // "
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MCFG_QUANTUM_TIME(attotime::from_hz(6000))
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MCFG_QUANTUM_TIME(attotime::from_hz(6000))
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