hng64: work-around to get to the character screen in Samurai Shodown 64, hangs again after it

This commit is contained in:
Angelo Salese 2009-11-19 19:31:05 +00:00
parent d28c77d4fb
commit 4f0e1dc0a8

View File

@ -957,6 +957,16 @@ static READ32_HANDLER( tcram_r )
return hng64_tcram[offset] ;
}
/* Some games (namely sams64 after the title screen) tests bit 15 of this to be high, unknown purpose (vblank? related to the display list?). */
static READ32_HANDLER( unk_vreg_r )
{
static UINT32 toggle;
toggle^=0x8000;
return toggle;
}
/*
<ElSemi> 0xE0000000 sound
<ElSemi> 0xD0100000 3D bank A
@ -1022,6 +1032,7 @@ static ADDRESS_MAP_START( hng_map, ADDRESS_SPACE_PROGRAM, 32 )
AM_RANGE(0x20208000, 0x2020805f) AM_READWRITE(tcram_r, tcram_w) AM_BASE(&hng64_tcram) // Transition Control
AM_RANGE(0x20300000, 0x203001ff) AM_WRITE(dl_w) AM_BASE(&hng64_dl) // 3d Display List
AM_RANGE(0x20300214, 0x20300217) AM_WRITE(dl_control_w)
AM_RANGE(0x20300218, 0x2030021b) AM_READ(unk_vreg_r)
// 3d?
// AM_RANGE(0x30000000, 0x3000002f) AM_READWRITE(q2_r, q2_w) AM_BASE(&hng64_q2)