taito_f3: fix missing graphics on state load

This commit is contained in:
Scott Percival 2017-01-01 22:48:06 +08:00
parent e7bc92d930
commit 646a85bb11
2 changed files with 15 additions and 0 deletions

View File

@ -315,6 +315,7 @@ public:
protected:
virtual void device_timer(emu_timer &timer, device_timer_id id, int param, void *ptr) override;
virtual void device_post_load(void) override;
private:
inline void get_tile_info(tile_data &tileinfo, int tile_index, uint16_t *gfx_base);

View File

@ -322,6 +322,13 @@ pri_alp_bitmap
1111 1111 opaque pixel
*/
void taito_f3_state::device_post_load()
{
/* force a reread of the dynamic tiles in the pixel layer */
m_gfxdecode->gfx(3)->mark_all_dirty();
}
/******************************************************************************/
void taito_f3_state::print_debug_info(bitmap_rgb32 &bitmap)
@ -648,6 +655,13 @@ VIDEO_START_MEMBER(taito_f3_state,f3)
memset(m_spriteram16_buffered.get(),0,0x10000);
memset(m_spriteram.get(),0,0x10000);
save_pointer(NAME(m_videoram.get()), 0x2000/2);
save_pointer(NAME(m_spriteram.get()), 0x10000/2);
save_pointer(NAME(m_f3_vram.get()), 0x2000/2);
save_pointer(NAME(m_f3_pf_data.get()), 0xc000/2);
save_pointer(NAME(m_f3_line_ram.get()), 0x10000/2);
save_pointer(NAME(m_f3_pivot_ram.get()), 0x10000/2);
save_item(NAME(m_f3_control_0));
save_item(NAME(m_f3_control_1));