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Misc. fixes (nw)
- Correct address space number for audiocpu_map in barni.cpp - Add missing_dependencies check to airraid_dev (fixes segfault in tilemap viewer; yes, I know these tiles are 100% garbage) - Add assert to device_gfx_interface::palette() to help catch dependency mistakes like the above - Add MACHINE_IMPERFECT_SOUND to cshootert (music desyncs a lot)
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@ -200,7 +200,7 @@ public:
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static void static_set_palette(device_t &device, const char *tag);
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// getters
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palette_device &palette() const { return *m_palette; }
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palette_device &palette() const { assert(m_palette != nullptr); return *m_palette; }
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gfx_element *gfx(int index) const { assert(index < MAX_GFX_ELEMENTS); return m_gfx[index].get(); }
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// decoding
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@ -49,7 +49,7 @@ static ADDRESS_MAP_START( subcpu_map, AS_PROGRAM, 8, barni_state )
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AM_RANGE(0xe000, 0xffff) AM_ROM
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ADDRESS_MAP_END
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static ADDRESS_MAP_START( audiocpu_map, AS_IO, 8, barni_state )
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static ADDRESS_MAP_START( audiocpu_map, AS_PROGRAM, 8, barni_state )
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AM_RANGE(0x0000, 0x007f) AM_RAM
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AM_RANGE(0xc000, 0xffff) AM_ROM
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ADDRESS_MAP_END
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@ -1070,4 +1070,4 @@ GAME( 1986, stfighta, empcity, stfight, stfight, stfight_state, stfight, ROT0,
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GAME( 1986, stfightgb,empcity, stfight, stfight, stfight_state, stfight, ROT0, "Seibu Kaihatsu (Tuning license)", "Street Fight (Germany - Benelux)", MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE )
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/* Cross Shooter uses the same base board, but different video board */
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GAME( 1987, cshootert, airraid, cshooter, cshooter, stfight_state, cshooter, ROT270, "Seibu Kaihatsu (Taito license)", "Cross Shooter (2 PCB Stack)", MACHINE_NOT_WORKING | MACHINE_SUPPORTS_SAVE )
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GAME( 1987, cshootert, airraid, cshooter, cshooter, stfight_state, cshooter, ROT270, "Seibu Kaihatsu (Taito license)", "Cross Shooter (2 PCB Stack)", MACHINE_NOT_WORKING | MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE )
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@ -80,6 +80,9 @@ machine_config_constructor airraid_video_device::device_mconfig_additions() cons
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void airraid_video_device::device_start()
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{
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if (!m_gfxdecode->started())
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throw device_missing_dependencies();
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save_item(NAME(m_hw));
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// there might actually be 4 banks of 2048 x 16 tilemaps in here as the upper scroll bits are with the rom banking.
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