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Notes for ESC protection, nw
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@ -166,12 +166,23 @@
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// Say hello to gokuparo at 0x2a285c
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/*!
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@todo
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- Daisu Kiss: sets up 0x00257e28 as set variable in a 2p game after beating specific stages, and causes a game breaking sticky sprite.
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It actually also sets up something that looks like non-sprite sub-commands in the same area (example is for character select), I'm inclined to think upper bits are actually used for something else:
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00010005
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00000006
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000e0002
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002e0080
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- Sexy Parodius: sets up p1 as 2 at start of stage 1. Related to missing snow?
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*/
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static struct sprite_entry {
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int pri;
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UINT32 adr;
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} sprites[0x100];
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static void generate_sprites(address_space &space, UINT32 src, UINT32 spr, int count)
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void konamigx_state::generate_sprites(address_space &space, UINT32 src, UINT32 spr, int count)
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{
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int scount = 0;
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int ecount = 0;
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@ -207,7 +218,7 @@ static void generate_sprites(address_space &space, UINT32 src, UINT32 spr, int c
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UINT16 color_set = 0x0000;
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UINT16 color_rotate = 0x0000;
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UINT16 v;
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v = space.read_word(adr+24);
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if(v & 0x8000) {
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color_mask = 0xf3ff;
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@ -236,10 +247,11 @@ static void generate_sprites(address_space &space, UINT32 src, UINT32 spr, int c
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zoom_x = 0x40;
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if(!zoom_y)
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zoom_y = 0x40;
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if(set >= 0x200000 && set < 0xd00000)
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{
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UINT16 count2 = space.read_word(set);
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set += 2;
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while(count2) {
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UINT16 idx = space.read_word(set);
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@ -247,7 +259,7 @@ static void generate_sprites(address_space &space, UINT32 src, UINT32 spr, int c
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UINT16 col = space.read_word(set+4);
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short y = space.read_word(set+6);
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short x = space.read_word(set+8);
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if(idx == 0xffff) {
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set = (flip<<16) | col;
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if(set >= 0x200000 && set < 0xd00000)
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@ -164,6 +164,7 @@ public:
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void konamigx_mixer_init(screen_device &screen, int objdma);
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void konamigx_objdma(void);
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void generate_sprites(address_space &space, UINT32 src, UINT32 spr, int count);
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void fantjour_dma_install();
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