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redclash: bigger player bullets
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@ -19,8 +19,9 @@ TODO:
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- Some graphical problems in both games
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- redclash supports more background layer effects: white+mixed with other colors,
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used in canyon parts and during the big ufo explosion
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- Player bullets: should be 8*2px magenta in zerohour. It's weirder in redclash:
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1st half of the screen 4*2px red, 2nd half 8*2px yellow.
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- According to video reference(could only find 1), redclash player bullets should be
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4*2px red on the 1st half of the screen and 8*2px yellow on the 2nd half, zerohour
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bullets are correct though(always 8*2px magenta)
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- Sound (analog, schematics available for Zero Hour)
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***************************************************************************/
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@ -142,6 +142,7 @@ void redclash_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprec
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{
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for (int offs = m_spriteram.bytes() - 0x20; offs >= 0; offs -= 0x20)
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{
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// find last valid sprite of current block
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int i = 0;
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while (i < 0x20 && m_spriteram[offs + i] != 0)
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i += 4;
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@ -154,7 +155,7 @@ void redclash_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprec
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{
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int color = bitswap<4>(m_spriteram[offs + i + 2], 5,2,1,0);
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int sx = m_spriteram[offs + i + 3];
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int sy = offs / 4 + (m_spriteram[offs + i] & 0x07);
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int sy = offs / 4 + (m_spriteram[offs + i] & 0x07) - 16;
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switch ((m_spriteram[offs + i] & 0x18) >> 3)
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{
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@ -166,13 +167,13 @@ void redclash_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprec
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code,
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color,
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0,0,
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sx,sy - 16,0);
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sx,sy,0);
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/* wraparound */
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m_gfxdecode->gfx(3)->transpen(bitmap,cliprect,
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code,
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color,
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0,0,
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sx - 256,sy - 16,0);
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sx - 256,sy,0);
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break;
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}
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@ -186,7 +187,7 @@ void redclash_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprec
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code,
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color,
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0,0,
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sx,sy - 16,0);
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sx,sy,0);
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}
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else
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{
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@ -196,7 +197,7 @@ void redclash_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprec
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code,
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color,
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0,0,
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sx,sy - 16,0);
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sx,sy,0);
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}
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break;
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@ -205,7 +206,7 @@ void redclash_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprec
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m_spriteram[offs + i + 1],// + 4 * (m_spriteram[offs + i + 2] & 0x10),
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color,
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0,0,
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sx,sy - 16,0);
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sx,sy,0);
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break;
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case 0:
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@ -221,16 +222,22 @@ void redclash_state::draw_bullets( bitmap_ind16 &bitmap, const rectangle &clipre
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{
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for (int offs = 0; offs < 0x20; offs++)
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{
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int sx = 8 * offs + (m_videoram[offs] & 0x07); /* ?? */
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int sx = 8 * offs + 8;
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int sy = 0xff - m_videoram[offs + 0x20];
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if (flip_screen())
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{
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sx = 240 - sx;
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}
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sx = 264 - sx;
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int fine_x = m_videoram[offs] >> 3 & 7;
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sx = sx - fine_x;
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for (int y = 0; y < 2; y++)
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for (int x = 0; x < 8; x++)
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{
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if (cliprect.contains(sx + x, sy - y))
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bitmap.pix(sy - y, sx + x) = 0x3f;
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}
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if (cliprect.contains(sx, sy))
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bitmap.pix(sy, sx) = 0x19;
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}
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}
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@ -245,8 +252,8 @@ uint32_t redclash_state::screen_update(screen_device &screen, bitmap_ind16 &bitm
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{
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bitmap.fill(m_palette->black_pen(), cliprect);
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m_stars->draw(bitmap, cliprect, 0x60, true, 0x00, 0xff);
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draw_sprites(bitmap, cliprect);
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draw_bullets(bitmap, cliprect);
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draw_sprites(bitmap, cliprect);
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m_fg_tilemap->draw(screen, bitmap, cliprect, 0, 0);
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return 0;
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}
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