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Added flickering effect in Super Slams title screen [Angelo Salese, Guru]
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@ -133,7 +133,7 @@ static ADDRESS_MAP_START( suprslam_map, ADDRESS_SPACE_PROGRAM, 16 )
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AM_RANGE(0xfd0000, 0xfdffff) AM_RAM
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AM_RANGE(0xfe0000, 0xfe0fff) AM_RAM_WRITE(suprslam_screen_videoram_w) AM_BASE_MEMBER(suprslam_state, screen_videoram)
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AM_RANGE(0xff0000, 0xff1fff) AM_RAM_WRITE(suprslam_bg_videoram_w) AM_BASE_MEMBER(suprslam_state, bg_videoram)
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AM_RANGE(0xff2000, 0xff203f) AM_RAM // (layer) brightness control? Used on the title screen.
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AM_RANGE(0xff2000, 0xff203f) AM_RAM AM_BASE_MEMBER(suprslam_state,screen_vregs)
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// AM_RANGE(0xff3000, 0xff3001) AM_WRITENOP // sprite buffer trigger?
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AM_RANGE(0xff8000, 0xff8fff) AM_DEVREADWRITE("k053936", k053936_linectrl_r, k053936_linectrl_w)
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AM_RANGE(0xff9000, 0xff9001) AM_WRITE(sound_command_w)
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@ -18,6 +18,7 @@ struct _suprslam_state
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tilemap *screen_tilemap, *bg_tilemap;
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UINT16 screen_bank, bg_bank;
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UINT16 *spr_ctrl;
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UINT16 *screen_vregs;
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/* misc */
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int pending_command;
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@ -155,6 +155,7 @@ VIDEO_START( suprslam )
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VIDEO_UPDATE( suprslam )
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{
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suprslam_state *state = (suprslam_state *)screen->machine->driver_data;
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tilemap_set_scrollx( state->screen_tilemap,0, state->screen_vregs[0x04/2] );
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bitmap_fill(bitmap, cliprect, get_black_pen(screen->machine));
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k053936_zoom_draw(state->k053936, bitmap, cliprect, state->bg_tilemap, 0, 0, 1);
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