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Toaplan2: Removed tile limit hack, not needed now since VDP is mixed properly [David Haywood]
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@ -251,13 +251,6 @@ static TILE_GET_INFO_DEVICE( get_top0_tile_info )
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{
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{
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tile_number = ( vdp->gp9001_gfxrom_bank[(tile_number >> 13) & 7] << 13 ) | ( tile_number & 0x1fff );
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tile_number = ( vdp->gp9001_gfxrom_bank[(tile_number >> 13) & 7] << 13 ) | ( tile_number & 0x1fff );
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}
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}
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else
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{
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if (tile_number>vdp->tile_limit)
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{
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tile_number = 0;
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}
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}
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color = attrib & 0x0fff; // 0x0f00 priority, 0x007f colour
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color = attrib & 0x0fff; // 0x0f00 priority, 0x007f colour
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SET_TILE_INFO_DEVICE(
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SET_TILE_INFO_DEVICE(
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@ -285,11 +278,6 @@ static TILE_GET_INFO_DEVICE( get_fg0_tile_info )
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{
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{
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tile_number = ( vdp->gp9001_gfxrom_bank[(tile_number >> 13) & 7] << 13 ) | ( tile_number & 0x1fff );
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tile_number = ( vdp->gp9001_gfxrom_bank[(tile_number >> 13) & 7] << 13 ) | ( tile_number & 0x1fff );
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}
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}
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else
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{
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if (tile_number>vdp->tile_limit) tile_number = 0;
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}
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color = attrib & 0x0fff; // 0x0f00 priority, 0x007f colour
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color = attrib & 0x0fff; // 0x0f00 priority, 0x007f colour
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SET_TILE_INFO_DEVICE(
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SET_TILE_INFO_DEVICE(
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@ -313,10 +301,6 @@ static TILE_GET_INFO_DEVICE( get_bg0_tile_info )
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{
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{
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tile_number = ( vdp->gp9001_gfxrom_bank[(tile_number >> 13) & 7] << 13 ) | ( tile_number & 0x1fff );
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tile_number = ( vdp->gp9001_gfxrom_bank[(tile_number >> 13) & 7] << 13 ) | ( tile_number & 0x1fff );
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}
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}
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else
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{
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if (tile_number>vdp->tile_limit) tile_number = 0;
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}
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color = attrib & 0x0fff; // 0x0f00 priority, 0x007f colour
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color = attrib & 0x0fff; // 0x0f00 priority, 0x007f colour
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SET_TILE_INFO_DEVICE(
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SET_TILE_INFO_DEVICE(
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@ -404,8 +388,6 @@ void gp9001vdp_device::device_reset()
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top_flip = 0;
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top_flip = 0;
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sprite_flip = 0;
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sprite_flip = 0;
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tile_limit = 0xffff;
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/* debug */
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/* debug */
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display_bg = 1;
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display_bg = 1;
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display_fg = 1;
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display_fg = 1;
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@ -50,7 +50,6 @@ public:
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UINT8 top_flip;
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UINT8 top_flip;
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UINT8 sprite_flip;
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UINT8 sprite_flip;
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UINT16 tile_limit; // prevent bad tile in Batsugun, might be something like the CPS1 tile addressing limits?
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int tile_region; // we also use this to figure out which vdp we're using in some debug logging features
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int tile_region; // we also use this to figure out which vdp we're using in some debug logging features
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tilemap_t *top_tilemap, *fg_tilemap, *bg_tilemap;
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tilemap_t *top_tilemap, *fg_tilemap, *bg_tilemap;
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@ -510,9 +510,6 @@ VIDEO_UPDATE( batrider )
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/* How do the dual VDP games mix? The internal mixing of each VDP chip is independent, if you view only a single
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VDP then the priorities for that VDP are correct, however, it is completely unclear how the priorities of the
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two VDPs should actually mix together, as a result these games are broken for now. */
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VIDEO_UPDATE( dogyuun )
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VIDEO_UPDATE( dogyuun )
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{
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{
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#ifdef DUAL_SCREEN_VDPS
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#ifdef DUAL_SCREEN_VDPS
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@ -526,10 +523,6 @@ VIDEO_UPDATE( dogyuun )
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VIDEO_UPDATE( batsugun )
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VIDEO_UPDATE( batsugun )
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{
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{
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toaplan2_state *state = screen->machine->driver_data<toaplan2_state>();
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state->vdp1->tile_limit = 0x1fff; // 0x2000-0x3fff seem to be for sprites only? (corruption on level 1 otherwise)
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#ifdef DUAL_SCREEN_VDPS
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#ifdef DUAL_SCREEN_VDPS
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VIDEO_UPDATE_CALL( toaplan2 );
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VIDEO_UPDATE_CALL( toaplan2 );
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#else
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#else
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