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hng64: work-around to get to the character screen in Samurai Shodown 64, hangs again after it
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@ -957,6 +957,16 @@ static READ32_HANDLER( tcram_r )
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return hng64_tcram[offset] ;
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}
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/* Some games (namely sams64 after the title screen) tests bit 15 of this to be high, unknown purpose (vblank? related to the display list?). */
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static READ32_HANDLER( unk_vreg_r )
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{
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static UINT32 toggle;
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toggle^=0x8000;
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return toggle;
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}
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/*
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<ElSemi> 0xE0000000 sound
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<ElSemi> 0xD0100000 3D bank A
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@ -1022,6 +1032,7 @@ static ADDRESS_MAP_START( hng_map, ADDRESS_SPACE_PROGRAM, 32 )
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AM_RANGE(0x20208000, 0x2020805f) AM_READWRITE(tcram_r, tcram_w) AM_BASE(&hng64_tcram) // Transition Control
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AM_RANGE(0x20300000, 0x203001ff) AM_WRITE(dl_w) AM_BASE(&hng64_dl) // 3d Display List
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AM_RANGE(0x20300214, 0x20300217) AM_WRITE(dl_control_w)
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AM_RANGE(0x20300218, 0x2030021b) AM_READ(unk_vreg_r)
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// 3d?
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// AM_RANGE(0x30000000, 0x3000002f) AM_READWRITE(q2_r, q2_w) AM_BASE(&hng64_q2)
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