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rockrage.cpp: fixed priorities and text tile banking for Rock N Rage [Angelo Salese]
* Fixes stage 1 boss eyes flashing and Shena display inside the bubble at stage 5 boss;
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@ -5,6 +5,9 @@ Konami 007420
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------
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Sprite generator. 8 bytes per sprite with zoom. It uses 0x200 bytes of RAM,
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and a variable amount of ROM. Nothing is known about its external interface.
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TODO:
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- sprite X wraparound? (Rock N Rage sprites disappears on left edge of screen)
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*/
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#include "emu.h"
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@ -27,7 +27,7 @@ PALETTE_INIT_MEMBER(rockrage_state, rockrage)
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K007342_CALLBACK_MEMBER(rockrage_state::rockrage_tile_callback)
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{
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if (layer == 1)
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*code |= ((*color & 0x40) << 2) | ((bank & 0x01) << 9);
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*code |= ((*color & 0x40) << 2) | ((m_vreg & 0x04) << 7); // doesn't use bank here (Tutankhamen eyes blinking)
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else
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*code |= ((*color & 0x40) << 2) | ((bank & 0x03) << 10) | ((m_vreg & 0x04) << 7) | ((m_vreg & 0x08) << 9);
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*color = layer * 16 + (*color & 0x0f);
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@ -70,10 +70,12 @@ uint32_t rockrage_state::screen_update_rockrage(screen_device &screen, bitmap_in
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{
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m_k007342->tilemap_update();
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bitmap.fill(rgb_t::black(), cliprect);
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m_k007342->tilemap_draw(screen, bitmap, cliprect, 0, TILEMAP_DRAW_OPAQUE, 0);
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m_k007420->sprites_draw(bitmap, cliprect, m_gfxdecode->gfx(1));
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m_k007342->tilemap_draw(screen, bitmap, cliprect, 0, 1 | TILEMAP_DRAW_OPAQUE, 0);
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// Tutankhamen eyes go below sprites
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m_k007342->tilemap_draw(screen, bitmap, cliprect, 1, 0, 0);
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m_k007420->sprites_draw(bitmap, cliprect, m_gfxdecode->gfx(1));
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m_k007342->tilemap_draw(screen, bitmap, cliprect, 0, 1, 0);
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m_k007342->tilemap_draw(screen, bitmap, cliprect, 1, 1, 0);
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return 0;
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}
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