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pprobe (vastar.c):
Verified bonus live dipswitch (and corrected it). Reversed sprite draw order based on usage, less strange issues this way and vastar still seems to be happy about it and added a note about another possibility. From Haze (nw)
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@ -297,8 +297,8 @@ static INPUT_PORTS_START( pprobe )
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PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) ) PORT_DIPLOCATION("DSW1:5") // unused?
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PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
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PORT_DIPSETTING( 0x00, DEF_STR( On ) )
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PORT_DIPNAME( 0x20, 0x20, DEF_STR( Bonus_Life ) ) PORT_DIPLOCATION("DSW1:6") // these might be swapped
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PORT_DIPSETTING( 0x20, "30000 then every 40000" )
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PORT_DIPNAME( 0x20, 0x20, DEF_STR( Bonus_Life ) ) PORT_DIPLOCATION("DSW1:6")
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PORT_DIPSETTING( 0x20, "20000 then every 40000" )
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PORT_DIPSETTING( 0x00, "30000 then every 70000" )
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PORT_DIPNAME( 0x40, 0x00, DEF_STR( Cabinet ) ) PORT_DIPLOCATION("DSW1:7")
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PORT_DIPSETTING( 0x00, DEF_STR( Upright ) )
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@ -116,6 +116,12 @@ WRITE8_MEMBER(vastar_state::vastar_bg2videoram_w)
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***************************************************************************/
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// I wouldn't rule out the possibility of there being 2 sprite chips due to
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// "offs & 0x20" being used to select the tile bank.
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//
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// for Planet Probe more cases appear correct if we draw the list in reverse
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// order, but it's also possible we should be drawing 2 swapped lists in
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// forward order instead
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static void draw_sprites(running_machine &machine, bitmap_ind16 &bitmap,const rectangle &cliprect)
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{
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vastar_state *state = machine.driver_data<vastar_state>();
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@ -124,7 +130,8 @@ static void draw_sprites(running_machine &machine, bitmap_ind16 &bitmap,const re
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UINT8 *spriteram_3 = state->m_spriteram3;
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int offs;
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for (offs = 0; offs < 0x40; offs += 2)
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// for (offs = 0; offs < 0x40; offs += 2)
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for (offs = 0x40-2; offs >=0; offs -= 2)
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{
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int code, sx, sy, color, flipx, flipy;
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