diff --git a/src/mame/drivers/boogwing.c b/src/mame/drivers/boogwing.c index 6f038f1b8d3..a51385d9613 100644 --- a/src/mame/drivers/boogwing.c +++ b/src/mame/drivers/boogwing.c @@ -51,10 +51,27 @@ Driver by Bryan McPhail and David Haywood. Todo: - Sprite priorities aren't verified to be 100% accurate. - There may be some kind of fullscreen palette effect (controlled by bit 3 in priority - word - used at end of each level, and on final boss). - A shadow effect (used in level 1) is not implemented. + * Sprite priorities aren't verified to be 100% accurate. + (Addendum - all known issues seem to be correct - see Sprite Priority Notes below). + * There may be some kind of fullscreen palette effect (controlled by bit 3 in priority + word - used at end of each level, and on final boss). + * A shadow effect (used in level 1) is not implemented. + + Sprite Priority Notes: + * On the Imperial Science Museum level at the beginning, you fly behind a wall, but your + shots go in front of it. This is verified to be correct behavior by Guru. + * There's a level where the player passes through several columns in a building and the + player goes behind every 2nd one. That is correct as well. + * There is a fire hydrant with an odd-looking spray of water on various levels. + If you drop the hydrant in front of an enemy (a tank, for example), the priorities are + wrong. This is actual PCB behavior. Also, the strange-looking water spray is correct. + + Alpha Blend Note: + * There are semi-transparent round spots around your plane while fighting the final boss. + These are correct. + * The final boss shoots a blue beam downwards during the battle. This should have alpha. + It fades in to blue, then fades out to nothing again after a few seconds (Guru). + (Potentially related to note above about bit 3 in priority word) */ #include "driver.h"