Merge pull request #8003 from DavidHaywood/250421

fix gigandes sprite offsets (regressed around december)
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ajrhacker 2021-04-26 12:17:50 -04:00 committed by GitHub
commit 73f578124c
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@ -921,6 +921,8 @@ void taitox_state::gigandes(machine_config &config)
MCFG_MACHINE_START_OVERRIDE(taitox_state,taitox)
SETA001_SPRITE(config, m_seta001, 16000000, m_palette, gfx_taito_x);
m_seta001->set_fg_yoffsets(-0xa, 0xe);
m_seta001->set_bg_yoffsets(0x1, -0x1);
/* video hardware */
screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_RASTER));

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@ -32,6 +32,14 @@
This should implement device_video_interface, since it generates the vertical
and horizontal blanking and sync signals from a master clock.
understand sprite limits / how sprite 0 sometimes must be skipped, maybe
layers being enabled counts against limits? maybe some chip revisions skip
the first sprite? see note in device_start
understand why we need offset kludges for some games, they can even differ
from layer to layer
*/
#include "emu.h"