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psikyo/psikyosh_v.cpp: Add notes for VREG usage (#11231)
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@ -32,14 +32,14 @@ Video Registers: at 0x305ffe0 for ps3 or 0x405ffe0 for ps5/ps5v2:
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0x04 -- ffffffff above continued.
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0x08 -- ffff0000 priority values for sprites, 4-bits per value
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0000ff00 unknown. always 20. number of addressable banks? boards are populated with 20.
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000000f0 unknown. s1945ii/s1945iii/gunbird2/gnbarich/tgm2 sets to c. soldivid/daraku is 0. another bank select?
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000000f0 unknown. s1945ii/s1945iii/gunbird2/gnbarich/tgm2/dragnblz/sbomber/mjgtaste sets to c. soldivid/daraku is 0. another bank select?
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0000000f is priority for per-line post-blending
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0x0c -- 3f3f3f3f unknown. A table of 4 6-bit values. usually 0f102038. tgm2 is 0a172838.
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c0c00000 unknown. unused?
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0000c000 is flipscreen (currently ignored). presumably flipy<<1|flipx.
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000000c0 is screen size select. 0 is 224 lines, c is 240 (see tgm2, not confirmed).
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0x10 -- ffff0000 is always 00aa
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0000f000 number of banks for sprites (not confirmed). mjgtaste/tgm2/sbomberb/s1945ii is 3, gunbird2/s1945iii is 2, soldivid/daraku is b.
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0000f000 number of banks for sprites (not confirmed). mjgtaste/tgm2/sbomber/s1945ii/dragnblz/gnbarich is 3, gunbird2/s1945iii is 2, soldivid/daraku is b.
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00000fff Controls gfx data bank available to be read by SH-2 for verification.
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0x14 -- ffffffff always 83ff000e
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0x18 -- ffffffff bank for tilemaps. As follows for the different tilemaps: 11223344. Bit 0x80 indicates use of line effects and the bank should be used to look up the tile-bank per line.
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