diff --git a/src/mame/video/hng64.c b/src/mame/video/hng64.c index d66d465da4e..4842ad4cef0 100644 --- a/src/mame/video/hng64.c +++ b/src/mame/video/hng64.c @@ -123,13 +123,14 @@ static struct polygon *polys ; * 1 | YYYY YYYY YYYY YYYY XXXX XXXX XXXX XXXX | x/y zoom (*) * 2 | ---- -zzz zzzz zzzz ---- ---I cccc CCCC | Z-buffer value, 'Inline' chain flag, x/y chain * 3 | ---- ---- pppp pppp ---- ---- ---- ---- | palette entry - * 4 | ---- --fF a??? tttt tttt tttt tttt tttt | flip bits, additive blending, unknown (**), tile number + * 4 | mmmm -?fF a??? tttt tttt tttt tttt tttt | mosaic, unknown (**) , flip bits, additive blending, unknown (***), tile number * 5 | ---- ---- ---- ---- ---- ---- ---- ---- | not used ?? * 6 | ---- ---- ---- ---- ---- ---- ---- ---- | not used ?? * 7 | ---- ---- ---- ---- ---- ---- ---- ---- | not used ?? * * (*) Fatal Fury WA standard elements are 0x1000-0x1000, all the other games sets 0x100-0x100, related to the bit 27 of sprite regs 0? - * (**) bit 22 is setted on some Fatal Fury WA snow (not all of them), bit 21 is setted on Xrally how to play elements in attract mode + * (**) setted by black squares in ranking screen in Samurai Shodown 64 1, sprite disable? + * (***) bit 22 is setted on some Fatal Fury WA snow (not all of them), bit 21 is setted on Xrally how to play elements in attract mode * * Sprite Global Registers * ----------------------- @@ -205,6 +206,9 @@ static void draw_sprites(running_machine *machine, bitmap_t *bitmap, const recta xflip=(source[4]&0x02000000)>>25; yflip=(source[4]&0x01000000)>>24; + if(source[4]&0xf0000000) + printf("%08x\n",source[4]); + // if (!(source[4] == 0x00000000 || source[4] == 0x000000aa)) // mame_printf_debug("unknown : %.8x %.8x %.8x %.8x %.8x %.8x %.8x %.8x \n", source[0], source[1], source[2], source[3], // source[4], source[5], source[6], source[7]) ;