Apparently Acho used the hammer instead of the screwdriver here ...

This commit is contained in:
Angelo Salese 2011-04-13 22:37:34 +00:00
parent 801f397cc4
commit 65a05b9c9b
2 changed files with 4 additions and 5 deletions

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@ -3,10 +3,8 @@
"Combat School" (also known as "Boot Camp") - (Konami GX611) "Combat School" (also known as "Boot Camp") - (Konami GX611)
TODO: TODO:
- in combatsc (and more generally the 007121) the number of sprites can be - Ugly text flickering in various places, namely the text when you finish level 1.
increased from 0x40 to 0x80. There is a hack in konamiic.c to handle that, This is due of completely busted sprite limit hook-up. (check konicdev.c and MT #00185)
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)
- it seems that to get correct target colors in firing range III we have to - 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 use the WRONG lookup table (the one for tiles instead of the one for
sprites). sprites).

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@ -1445,8 +1445,9 @@ void k007121_sprites_draw( device_t *device, bitmap_t *bitmap, const rectangle *
} }
else /* all others */ 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 = (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; inc = 5;
offs[0] = 0x00; offs[0] = 0x00;