diff --git a/src/mame/drivers/taitoair.c b/src/mame/drivers/taitoair.c index dd41dc18b30..55a61decafe 100644 --- a/src/mame/drivers/taitoair.c +++ b/src/mame/drivers/taitoair.c @@ -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"