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)
This commit is contained in:
Scott Stone 2012-11-07 03:11:07 +00:00
parent 7ed545a9e9
commit 9d31885fdc
2 changed files with 10 additions and 3 deletions

View File

@ -297,8 +297,8 @@ static INPUT_PORTS_START( pprobe )
PORT_DIPNAME( 0x10, 0x10, DEF_STR( Unknown ) ) PORT_DIPLOCATION("DSW1:5") // unused?
PORT_DIPSETTING( 0x10, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
PORT_DIPNAME( 0x20, 0x20, DEF_STR( Bonus_Life ) ) PORT_DIPLOCATION("DSW1:6") // these might be swapped
PORT_DIPSETTING( 0x20, "30000 then every 40000" )
PORT_DIPNAME( 0x20, 0x20, DEF_STR( Bonus_Life ) ) PORT_DIPLOCATION("DSW1:6")
PORT_DIPSETTING( 0x20, "20000 then every 40000" )
PORT_DIPSETTING( 0x00, "30000 then every 70000" )
PORT_DIPNAME( 0x40, 0x00, DEF_STR( Cabinet ) ) PORT_DIPLOCATION("DSW1:7")
PORT_DIPSETTING( 0x00, DEF_STR( Upright ) )

View File

@ -116,6 +116,12 @@ WRITE8_MEMBER(vastar_state::vastar_bg2videoram_w)
***************************************************************************/
// I wouldn't rule out the possibility of there being 2 sprite chips due to
// "offs & 0x20" being used to select the tile bank.
//
// for Planet Probe more cases appear correct if we draw the list in reverse
// order, but it's also possible we should be drawing 2 swapped lists in
// forward order instead
static void draw_sprites(running_machine &machine, bitmap_ind16 &bitmap,const rectangle &cliprect)
{
vastar_state *state = machine.driver_data<vastar_state>();
@ -124,7 +130,8 @@ static void draw_sprites(running_machine &machine, bitmap_ind16 &bitmap,const re
UINT8 *spriteram_3 = state->m_spriteram3;
int offs;
for (offs = 0; offs < 0x40; offs += 2)
// for (offs = 0; offs < 0x40; offs += 2)
for (offs = 0x40-2; offs >=0; offs -= 2)
{
int code, sx, sy, color, flipx, flipy;