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https://github.com/holub/mame
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More configuration fixes
- terrafb: remove unused NB1414M4 - segas16b.cpp: sanity check forgotten in last confix - sega16sp.cpp: fix region width, make required (as last confix allows)
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@ -1265,6 +1265,10 @@ static MACHINE_CONFIG_START( terrafjb, armedf_state )
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MCFG_SOUND_ROUTE(ALL_OUTPUTS, "mono", 0.80)
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MACHINE_CONFIG_END
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static MACHINE_CONFIG_DERIVED( terrafb, terraf )
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MCFG_DEVICE_REMOVE("nb1414m4")
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MACHINE_CONFIG_END
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static MACHINE_CONFIG_START( kozure, armedf_state )
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/* basic machine hardware */
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@ -2190,7 +2194,7 @@ GAME( 1987, terraf, 0, terraf, terraf, armedf_state, terrafu, RO
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GAME( 1987, terrafu, terraf, terraf, terraf, armedf_state, terrafu, ROT0, "Nichibutsu USA", "Terra Force (US)", MACHINE_SUPPORTS_SAVE )
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GAME( 1987, terrafj, terraf, terraf, terraf, armedf_state, terrafu, ROT0, "Nichibutsu Japan", "Terra Force (Japan)", MACHINE_SUPPORTS_SAVE )
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GAME( 1987, terrafjb, terraf, terrafjb, terraf, armedf_state, terrafjb, ROT0, "bootleg", "Terra Force (Japan, bootleg with additional Z80)", MACHINE_SUPPORTS_SAVE )
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GAME( 1987, terrafb, terraf, terraf, terraf, armedf_state, terraf, ROT0, "bootleg", "Terra Force (Japan, bootleg set 2)", MACHINE_SUPPORTS_SAVE )
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GAME( 1987, terrafb, terraf, terrafb, terraf, armedf_state, terraf, ROT0, "bootleg", "Terra Force (Japan, bootleg set 2)", MACHINE_SUPPORTS_SAVE )
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GAME( 1987, kozure, 0, kozure, kozure, armedf_state, kozure, ROT0, "Nichibutsu", "Kozure Ookami (Japan)", MACHINE_SUPPORTS_SAVE )
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@ -1127,7 +1127,8 @@ WRITE16_MEMBER( segas16b_state::standard_io_w )
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// D0 : Output to coin counter 1
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//
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m_segaic16vid->tilemap_set_flip(0, data & 0x40);
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m_sprites->set_flip(data & 0x40);
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if (m_sprites.found())
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m_sprites->set_flip(data & 0x40);
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if (!m_disable_screen_blanking)
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m_segaic16vid->set_display_enable(data & 0x20);
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output().set_led_value(1, data & 0x08);
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@ -869,7 +869,7 @@ void sega_sys16b_sprite_device::draw(bitmap_ind16 &bitmap, const rectangle &clip
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//
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// render the sprites in order
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const UINT16 *spritebase = reinterpret_cast<const UINT16 *>(&m_sprite_region_ptr[0]);
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const UINT16 *spritebase = &m_sprite_region_ptr[0];
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UINT8 numbanks = m_sprite_region_ptr.bytes() / 0x20000;
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UINT16 *ramend = spriteram() + spriteram_elements();
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for (UINT16 *data = spriteram(); data < ramend; data += 8)
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@ -203,7 +203,7 @@ protected:
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virtual void draw(bitmap_ind16 &bitmap, const rectangle &cliprect) override;
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// memory regions
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optional_region_ptr<UINT8> m_sprite_region_ptr;
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required_region_ptr<UINT16> m_sprite_region_ptr;
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};
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