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Merge pull request #8003 from DavidHaywood/250421
fix gigandes sprite offsets (regressed around december)
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commit
73f578124c
@ -921,6 +921,8 @@ void taitox_state::gigandes(machine_config &config)
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MCFG_MACHINE_START_OVERRIDE(taitox_state,taitox)
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MCFG_MACHINE_START_OVERRIDE(taitox_state,taitox)
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SETA001_SPRITE(config, m_seta001, 16000000, m_palette, gfx_taito_x);
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SETA001_SPRITE(config, m_seta001, 16000000, m_palette, gfx_taito_x);
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m_seta001->set_fg_yoffsets(-0xa, 0xe);
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m_seta001->set_bg_yoffsets(0x1, -0x1);
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/* video hardware */
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/* video hardware */
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screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_RASTER));
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screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_RASTER));
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@ -32,6 +32,14 @@
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This should implement device_video_interface, since it generates the vertical
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This should implement device_video_interface, since it generates the vertical
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and horizontal blanking and sync signals from a master clock.
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and horizontal blanking and sync signals from a master clock.
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understand sprite limits / how sprite 0 sometimes must be skipped, maybe
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layers being enabled counts against limits? maybe some chip revisions skip
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the first sprite? see note in device_start
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understand why we need offset kludges for some games, they can even differ
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from layer to layer
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*/
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*/
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#include "emu.h"
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#include "emu.h"
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