TODO self-service.

This commit is contained in:
angelosa 2015-07-01 12:06:27 +02:00
parent e629855237
commit 597374a994

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@ -121,7 +121,6 @@ Stephh's notes (based on the game M68000 code and some tests) :
TODO (TC0080VCO issues shared with TaitoH driver)
----
- Need to implement BG1 : sprite priority. Currently not clear how this works.
- Fix sprite coordinates.
- Improve zoom y coordinate.
@ -147,9 +146,6 @@ controlling the sit-in-cabinet (deluxe mechanized version only).
The interface is similar to that used by Midnight Landing
and though undumped, the motor CPU program may be identical.
[Offer dip-selectable kludge of the analogue stick inputs so that
keyboard play is possible?]
Unknown control bits remain in the 0x140000 write.
@ -169,8 +165,6 @@ emulation is complete.
Topland
-------
Sprite/tile priority bad.
After demo game in attract, palette seems too dark for a while.
Palette corruption has occurred with areas not restored after a fade.
Don't know why. (Perhaps 68000 relies on feedback from co-processor
@ -188,45 +182,17 @@ discarded. But the cpu waits for a bit to be zero... some
sort of frame flag or some "ready" message from the 3d h/w
perhaps? The two writes seem to take only two values.
Ainferno
--------
Sprite/tile priority bad.
More unmapped 320C25 reads and writes. This could be some sort of
I/O device?? The MCU program is longer than the Topland one.
cpu #2 (PC=000000C3): unmapped memory word write to 00006808 = 00FD & FFFF
cpu #2 (PC=000000C8): unmapped memory word write to 00006810 = FF38 & FFFF
cpu #2 (PC=000005A0): unmapped memory word write to 00006836 = 804E & FFFF
cpu #2 (PC=000005B2): unmapped memory word write to 00006830 = FFFF & FFFF
cpu #2 (PC=000005B5): unmapped memory word write to 00006832 = FFFE & FFFF
cpu #2 (PC=000005B8): unmapped memory word write to 00006834 = FBCA & FFFF
cpu #2 (PC=000005B9): unmapped memory word read from 00006836 & FFFF
cpu #2 (PC=000005CC): unmapped memory word write to 00006830 = FFFF & FFFF
cpu #2 (PC=000005CF): unmapped memory word write to 00006832 = FFFE & FFFF
cpu #2 (PC=000005D2): unmapped memory word write to 00006834 = FBCA & FFFF
cpu #2 (PC=000005D3): unmapped memory word read from 00006836 & FFFF
cpu #2 (PC=000005E6): unmapped memory word write to 00006830 = FFFF & FFFF
cpu #2 (PC=000005E9): unmapped memory word write to 00006832 = FFFE & FFFF
cpu #2 (PC=000005EC): unmapped memory word write to 00006834 = FC8F & FFFF
cpu #2 (PC=000005ED): unmapped memory word read from 00006836 & FFFF
cpu #2 (PC=00000600): unmapped memory word write to 00006830 = FFFF & FFFF
cpu #2 (PC=00000603): unmapped memory word write to 00006832 = FFFE & FFFF
cpu #2 (PC=00000606): unmapped memory word write to 00006834 = FC8F & FFFF
cpu #2 (PC=00000607): unmapped memory word read from 00006836 & FFFF
cpu #2 (PC=00000609): unmapped memory word read from 00006838 & FFFF
cpu #2 (PC=0000060E): unmapped memory word read from 0000683A & FFFF
****************************************************************************/
/*!
@todo - Framebuffer DMA requires palette switch to be selected dynamically, see at first stage Course Select in Top Landing;
@todo - Framebuffer DMA requires palette switch to be selected dynamically, see at first stage Course Select in Top Landing.
My gut feeling is that 3d poly fill operation actually copies to internal buffer then a DMA op actually do the buffer-to-screen copy, including gradiation ROZ too;
- Air Inferno: missing landing monitor camera (blackened);
- Air Inferno: missing 3d HUD graphics;
- Air Inferno: Expert course has wrong 3d geometry;
- Air Inferno: Almost surely crashing during replay has missing smoke effect, looks quit odd atm.
- Top Landing: Night stages might have wrong priority for stars-above-sea;
- Input limiters / analog thresholds for both games;
- Special thanks to syq for being a cunt.
*/
#include "emu.h"