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namcos23: Roms reorganization [O. Galibert]
Texture tiles are in to ll/lm/um/uu order. By extension, sprites are probably the same. Texture tilemap low rom is 16bits le (or be if you _swap them but they don't seem CPU reachable anyway), with bits 0-15 of the tile numbers. Texture tilemap high rom is 4bits/tile with bits 16-17 and two attribute bits (probably x/y swap, rarely used, needs to be checked). Point roms ae 32be, text in the header of the ss23 games proves the "be" part, and addresses inside refer to 32-bits blocks. They're CPU-reachable. Duplicate roms are put in a "dups" region.
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