fix s1945bl missing sprites
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ba3261d1ef
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953b957e80
@ -1167,7 +1167,6 @@ static MACHINE_CONFIG_START( s1945bl, psikyo_state ) /* Bootleg hardware based o
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MCFG_SCREEN_SIZE(320, 256)
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MCFG_SCREEN_VISIBLE_AREA(0, 320-1, 0, 256-32-1)
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MCFG_SCREEN_UPDATE_STATIC(psikyo_bootleg)
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MCFG_SCREEN_VBLANK_STATIC(psikyo)
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MCFG_GFXDECODE(psikyo)
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MCFG_PALETTE_LENGTH(0x1000)
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@ -390,8 +390,7 @@ static void draw_sprites_bootleg( running_machine &machine, bitmap_ind16 &bitmap
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static const int pri[] = { 0, 0xfc, 0xff, 0xff };
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int offs;
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// UINT16 *spritelist = (UINT16 *)(state->m_spriteram + 0x1800/4);
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UINT16 *spritelist = (UINT16 *)(state->m_spritebuf2 + 0x1800 / 4);
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UINT16 *spritelist = (UINT16 *)(state->m_spriteram + 0x1800 / 4);
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UINT8 *TILES = machine.region("spritelut")->base(); // Sprites LUT
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int TILES_LEN = machine.region("spritelut")->bytes();
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@ -427,7 +426,7 @@ static void draw_sprites_bootleg( running_machine &machine, bitmap_ind16 &bitmap
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sprite %= 0x300;
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// source = &state->m_bootleg_spritebuffer[sprite * 8 / 4];
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source = &state->m_spritebuf2[sprite * 8 / 4];
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source = &state->m_spriteram[sprite * 8 / 4];
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/* Draw this sprite */
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@ -709,7 +708,7 @@ SCREEN_UPDATE_IND16( psikyo_bootleg )
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UINT32 layer1_scrollx, layer1_scrolly;
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UINT32 layer0_ctrl = state->m_vregs[0x412 / 4];
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UINT32 layer1_ctrl = state->m_vregs[0x416 / 4];
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UINT32 spr_ctrl = state->m_spritebuf2[0x1ffe / 4];
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UINT32 spr_ctrl = state->m_spriteram[0x1ffe / 4];
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tilemap_t *tmptilemap0, *tmptilemap1;
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