small workaround for airco22b garbage sprite

This commit is contained in:
Michaël Banaan Ananas 2014-01-08 21:11:57 +00:00
parent c9af961cb3
commit 57cfc0b411

View File

@ -6,8 +6,8 @@
* - emulate slave dsp!
* - texture u/v mapping is often 1 pixel off, resulting in many glitch lines/gaps between textures. The glitch may be in MAME core:
* it used to be much worse with the old poly.h
* - tokyowar tanks are not shootable, same for timecris helicopter, there's still a very small hitbox but almost impossible to hit
* (is this related to dsp? or cpu?)
* - tokyowar tanks are not shootable, same for timecris helicopter, there's still a very small hitbox but almost impossible to hit.
* airco22b may have a similar problem. (is this related to dsp? or cpu?)
* - find out how/where vics num_sprites is determined exactly, currently a workaround is needed for airco22b and dirtdash
* - improve ss22 fogging:
* + scene changes too rapidly sometimes, eg. dirtdash snow level finish (see attract), or aquajet going down the waterfall
@ -1623,6 +1623,10 @@ void namcos22_state::draw_sprites(bitmap_rgb32 &bitmap, const rectangle &cliprec
int base = m_spriteram[0] & 0xffff; // alpinesa/alpinr2b
int num_sprites = ((m_spriteram[1] >> 16) - base) + 1;
// airco22b doesn't use spriteset #1
if (m_gametype == NAMCOS22_AIR_COMBAT22)
num_sprites = 0;
if (sprites_on && num_sprites > 0 && num_sprites < 0x400)
{