gradius3: also indicate that set is newer revision

This commit is contained in:
hap 2024-12-30 17:11:39 +01:00
parent 30fa646253
commit 73958812c6
2 changed files with 8 additions and 5 deletions

View File

@ -731,7 +731,7 @@ ROM_END
GAME( 1989, gradius3, 0, gradius3, gradius3, gradius3_state, empty_init, ROT0, "Konami", "Gradius III (World, version R)", MACHINE_SUPPORTS_SAVE )
GAME( 1989, gradius3j, gradius3, gradius3, gradius3, gradius3_state, empty_init, ROT0, "Konami", "Gradius III: Densetsu kara Shinwa e (Japan, version 3)", MACHINE_SUPPORTS_SAVE ) // newer
GAME( 1989, gradius3j, gradius3, gradius3, gradius3, gradius3_state, empty_init, ROT0, "Konami", "Gradius III: Densetsu kara Shinwa e (Japan, version 3, newer)", MACHINE_SUPPORTS_SAVE )
GAME( 1989, gradius3ja, gradius3, gradius3, gradius3, gradius3_state, empty_init, ROT0, "Konami", "Gradius III: Densetsu kara Shinwa e (Japan, version S)", MACHINE_SUPPORTS_SAVE )
GAME( 1989, gradius3jas, gradius3, gradius3, gradius3, gradius3_state, empty_init, ROT0, "Konami", "Gradius III: Densetsu kara Shinwa e (Japan, version S, split)", MACHINE_SUPPORTS_SAVE )
GAME( 1989, gradius3a, gradius3, gradius3, gradius3, gradius3_state, empty_init, ROT0, "Konami", "Gradius III (Asia)", MACHINE_SUPPORTS_SAVE )

View File

@ -1,6 +1,6 @@
// license:BSD-3-Clause
// copyright-holders:R. Belmont
/*************************************************************************
/*******************************************************************************
Run and Gun / Slam Dunk
(c) 1993 Konami
@ -15,13 +15,16 @@
should be fine.
Known Issues:
- CRTC and video registers needs syncronization with current video draw state, it's very noticeable if for example scroll values are in very different states between screens.
- Current draw state could be improved optimization-wise (for example by supporting it in the core in some way).
- CRTC and video registers needs syncronization with current video draw state,
it's very noticeable if for example scroll values are in very different states
between screens.
- Current draw state could be improved optimization-wise (for example by supporting
it in the core in some way).
- sprite palettes are not entirely right (fixed?)
- sound volume mixing, handtune with set_gain() with m_k054539 devices.
Also notice that "volume" in sound options is for k054539_1 (SFX)
*************************************************************************/
*******************************************************************************/
#include "emu.h"