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https://github.com/holub/mame
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(notes)
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@ -3024,7 +3024,8 @@ INPUT_PORTS_END
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Not much information is available for this game.
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It may have had an amber monitor?
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XTAL 20MHz
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20MHz XTAL, 2MHz CPU
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video: 15625Hz
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TODO: sound
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@ -3032,11 +3033,11 @@ INPUT_PORTS_END
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static ADDRESS_MAP_START( attackfc_io_map, AS_IO, 8, _8080bw_state )
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AM_RANGE(0x00, 0x00) AM_READ_PORT("IN0")
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AM_RANGE(0x02, 0x02) AM_WRITENOP
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AM_RANGE(0x02, 0x02) AM_WRITENOP // lamp?
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AM_RANGE(0x03, 0x03) AM_DEVREADWRITE("mb14241", mb14241_device, shift_result_r, shift_data_w)
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AM_RANGE(0x04, 0x04) AM_WRITENOP
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AM_RANGE(0x05, 0x05) AM_WRITENOP
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AM_RANGE(0x06, 0x06) AM_WRITENOP
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AM_RANGE(0x04, 0x04) AM_WRITENOP // coinlock?
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AM_RANGE(0x05, 0x05) AM_WRITENOP // sound?
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AM_RANGE(0x06, 0x06) AM_WRITENOP // sound?
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AM_RANGE(0x07, 0x07) AM_DEVWRITE("mb14241", mb14241_device, shift_count_w)
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ADDRESS_MAP_END
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@ -52,6 +52,7 @@ TODO:
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- Improve alpha blending. In Viper Phase 1, see the blue "Viper" logo when on the
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"push 1 or 2 players button" screen. Note that the alpha blended red logo on the
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title screen is tiles(that effect is emulated), this blue logo is sprites.
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The current implementation is a crude hack.
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*/
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@ -550,29 +550,6 @@ VIDEO_START_MEMBER(seibuspi_state,spi)
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}
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}
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#ifdef UNUSED_FUNCTION
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void seibuspi_state::set_rowscroll(tilemap_t *layer, int scroll, INT16* rows)
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{
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int i;
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int x = m_scrollram[scroll] & 0xffff;
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int y = (m_scrollram[scroll] >> 16) & 0xffff;
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layer->set_scroll_rows(512);
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for( i=0; i < 512; i++ )
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{
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layer->set_scrollx(i, x + rows[i]);
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}
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layer->set_scrolly(0, y);
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}
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void seibuspi_state::set_scroll(tilemap_t *layer, int scroll)
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{
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int x = m_scrollram[scroll] & 0xffff;
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int y = (m_scrollram[scroll] >> 16) & 0xffff;
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layer->set_scrollx(0, x);
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layer->set_scrolly(0, y);
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}
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#endif
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void seibuspi_state::combine_tilemap(bitmap_rgb32 &bitmap, const rectangle &cliprect, tilemap_t *tile, int x, int y, int opaque, INT16 *rowscroll)
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{
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