ms32.cpp: fix hayaosi3 final round and flame text priorities [Angelo Salese]

This commit is contained in:
angelosa 2019-11-13 07:37:17 +01:00
parent 8306e7a0ef
commit 6a57025550
2 changed files with 32 additions and 13 deletions

View File

@ -873,6 +873,7 @@ static INPUT_PORTS_START( ms32 )
PORT_BIT( 0x00010000, IP_ACTIVE_LOW, IPT_COIN1 )
PORT_BIT( 0x00020000, IP_ACTIVE_LOW, IPT_COIN2 )
PORT_BIT( 0x00040000, IP_ACTIVE_LOW, IPT_SERVICE1 )
// mapping to F1 key because there may be a specific service dip as well
PORT_BIT( 0x00080000, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_NAME(DEF_STR( Test )) PORT_CODE(KEYCODE_F1)
PORT_BIT( 0x00100000, IP_ACTIVE_LOW, IPT_START1 )
PORT_BIT( 0x00200000, IP_ACTIVE_LOW, IPT_START2 )
@ -1291,21 +1292,23 @@ static INPUT_PORTS_START( hayaosi2 )
PORT_INCLUDE( ms32 )
PORT_MODIFY("INPUTS")
// fast button is actually mapped as button 1 in hayaosi2 and button 5 for hayaosi3.
// We use latter layout for convenience
PORT_BIT( 0x00000001, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(1)
PORT_BIT( 0x00000002, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(1)
PORT_BIT( 0x00000004, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(2)
PORT_BIT( 0x00000008, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(2)
PORT_BIT( 0x00000010, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_PLAYER(3)
PORT_BIT( 0x00000020, IP_ACTIVE_LOW, IPT_BUTTON3 ) PORT_PLAYER(3)
PORT_BIT( 0x00000040, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_PLAYER(1) // "Buzzer" (input 0 in "test mode")
PORT_BIT( 0x00000080, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_PLAYER(3) // "Buzzer" (input 0 in "test mode")
PORT_BIT( 0x00000040, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_PLAYER(1) PORT_NAME("P1 Fast Button")
PORT_BIT( 0x00000080, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_PLAYER(3) PORT_NAME("P3 Fast Button")
PORT_BIT( 0x00000100, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(1)
PORT_BIT( 0x00000200, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_PLAYER(1)
PORT_BIT( 0x00000400, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(2)
PORT_BIT( 0x00000800, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_PLAYER(2)
PORT_BIT( 0x00001000, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_PLAYER(3)
PORT_BIT( 0x00002000, IP_ACTIVE_LOW, IPT_BUTTON4 ) PORT_PLAYER(3)
PORT_BIT( 0x00004000, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_PLAYER(2) // "Buzzer" (input 0 in "test mode")
PORT_BIT( 0x00004000, IP_ACTIVE_LOW, IPT_BUTTON5 ) PORT_PLAYER(2) PORT_NAME("P2 Fast Button")
PORT_BIT( 0x00008000, IP_ACTIVE_LOW, IPT_START3 )
PORT_BIT( 0x00400000, IP_ACTIVE_LOW, IPT_UNKNOWN )
@ -1348,6 +1351,7 @@ INPUT_PORTS_END
static INPUT_PORTS_START( hayaosi3 )
PORT_INCLUDE( hayaosi2 )
// TODO: dips are somehow different than hayaosi2, cfr. service mode
PORT_MODIFY("DSW")
PORT_DIPNAME( 0x00000002, 0x00000002, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("SW2:7")
PORT_DIPSETTING( 0x00000000, DEF_STR( Off ) )

View File

@ -398,8 +398,7 @@ uint32_t ms32_state::screen_update_ms32(screen_device &screen, bitmap_rgb32 &bit
draw_sprites(m_temp_bitmap_sprites, m_temp_bitmap_sprites_pri, cliprect, m_sprram, 0x20000, 0, m_reverse_sprite_order);
// TODO: actually understand this (per-scanline priority and alpha-blend over every layer?)
asc_pri = scr_pri = rot_pri = 0;
if((m_priram[0x2b00 / 2] & 0x00ff) == 0x0034)
@ -413,18 +412,20 @@ uint32_t ms32_state::screen_update_ms32(screen_device &screen, bitmap_rgb32 &bit
scr_pri++;
// Suchiepai 2 title & Gratia gameplay intermissions uses 0x0f
// hayaosi3 uses 0x09 during flames screen on attract
// hayaosi3 uses 0x09 during flames screen on attract (text should go above the rest)
// this is otherwise 0x17 most of the time except for 0x15 in hayaosi3, tetris plus 2 & world pk soccer 2
// kirarast flips between 0x16 in gameplay and 0x17 otherwise
if(m_priram[0x3a00 / 2] == 0x09)
asc_pri = 3;
if((m_priram[0x3a00 / 2] & 0x0030) == 0x00)
scr_pri++;
else
rot_pri++;
// popmessage("%02x %02x %02x",m_priram[0x2b00 / 2],m_priram[0x2e00 / 2],m_priram[0x3a00 / 2]);
//popmessage("%02x %02x %02x %d %d %d",m_priram[0x2b00 / 2],m_priram[0x2e00 / 2],m_priram[0x3a00 / 2], asc_pri, scr_pri, rot_pri);
// tile-tile mixing
for(int prin=0;prin<3;prin++)
for(int prin=0;prin<4;prin++)
{
if(rot_pri == prin)
draw_roz(screen, m_temp_bitmap_tilemaps, cliprect, 1 << 1);
@ -489,7 +490,6 @@ uint32_t ms32_state::screen_update_ms32(screen_device &screen, bitmap_rgb32 &bit
if (m_priram[(spritepri | 0x0a00 | 0x0100) / 2] & 0x38) primask |= 1 << 6;
if (m_priram[(spritepri | 0x0a00 | 0x0000) / 2] & 0x38) primask |= 1 << 7;
// TODO: spaghetti code ...
if (primask == 0x00)
{
@ -557,6 +557,20 @@ uint32_t ms32_state::screen_update_ms32(screen_device &screen, bitmap_rgb32 &bit
dstptr_bitmap[xx] = paldata[machine().rand()&0xfff];
popmessage("unhandled priority type %02x, contact MAMEdev",primask);
}
else if (primask == 0xcc)
{
// hayaosi3 final round ($00 normal, $02 mesh, $03/$05/$07 zoomed in)
// TODO: may have some blending, hard to say without ref video
if (src_tilepri & 0x02)
dstptr_bitmap[xx] = paldata[src_tile];
else
{
if (spridat & 0xff)
dstptr_bitmap[xx] = paldata[spridat];
else
dstptr_bitmap[xx] = paldata[src_tile];
}
}
else if (primask == 0xf0)
{
// dstptr_bitmap[xx] = paldata[spridat];
@ -695,6 +709,7 @@ uint32_t ms32_state::screen_update_ms32(screen_device &screen, bitmap_rgb32 &bit
}
else
{
// $fa actually used on hayaosi3 second champ transition, unknown purpose
dstptr_bitmap[xx] = 0;
popmessage("unhandled priority type %02x, contact MAMEdev",primask);
}