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