diff --git a/src/mame/drivers/combatsc.c b/src/mame/drivers/combatsc.c index a30348337d1..2f5e4b9df54 100644 --- a/src/mame/drivers/combatsc.c +++ b/src/mame/drivers/combatsc.c @@ -3,10 +3,8 @@ "Combat School" (also known as "Boot Camp") - (Konami GX611) TODO: -- in combatsc (and more generally the 007121) the number of sprites can be - increased from 0x40 to 0x80. There is a hack in konamiic.c to handle that, - but it is wrong. If you don't pass the Iron Man stage, a few sprites are - left dangling on the screen.(*not a bug, 64 sprites are the maximum) +- Ugly text flickering in various places, namely the text when you finish level 1. + This is due of completely busted sprite limit hook-up. (check konicdev.c and MT #00185) - it seems that to get correct target colors in firing range III we have to use the WRONG lookup table (the one for tiles instead of the one for sprites). diff --git a/src/mame/video/konicdev.c b/src/mame/video/konicdev.c index 117c1a7fd49..9deeb87ad0f 100644 --- a/src/mame/video/konicdev.c +++ b/src/mame/video/konicdev.c @@ -1445,8 +1445,9 @@ void k007121_sprites_draw( device_t *device, bitmap_t *bitmap, const rectangle * } else /* all others */ { + /* TODO: sprite limit is supposed to be per-line! (check MT #00185) */ + num = 0x40; //num = (k007121->ctrlram[0x03] & 0x40) ? 0x80 : 0x40; /* WRONG!!! (needed by combatsc) */ - num = 0x40; // combatsc writes 70 sprites to VRAM at peak but the chip only processes the first 64. inc = 5; offs[0] = 0x00;