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More accurately describes what is going on with the hng64 linescroll data upload. (nw)
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@ -697,7 +697,7 @@ void hng64_state::hng64_drawtilemap(screen_device &screen, bitmap_rgb32 &bitmap,
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// See how many lines we have in the data region
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// See how many lines we have in the data region
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// TODO: Change this to a loop that goes over each line and draws them - it's just for visualization now
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// TODO: Change this to a loop that goes over each line and draws them - it's just for visualization now
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int lineCount = 0;
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int lineCount = 0;
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for (int ii = 0; ii < 0x2000/4; ii += 2)
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for (int ii = 0; ii < 0x2000/4; ii += 4)
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{
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{
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const int realAddress = dataAddress/4;
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const int realAddress = dataAddress/4;
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if (m_videoram[realAddress+ii] == 0xffffff00 && m_videoram[realAddress+ii+1] == 0xffffff00)
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if (m_videoram[realAddress+ii] == 0xffffff00 && m_videoram[realAddress+ii+1] == 0xffffff00)
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@ -709,9 +709,9 @@ void hng64_state::hng64_drawtilemap(screen_device &screen, bitmap_rgb32 &bitmap,
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}
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}
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//printf("lines %d\n", lineCount);
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//printf("lines %d\n", lineCount);
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// Fatfurwa writes twice as many lines as needed. Odd.
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// Buriki uses a 2x mosaic effect on its floor, so its line count is half
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if (m_mcu_type == FIGHT_MCU)
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if (m_mcu_type == BURIKI_MCU)
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lineCount /= 2;
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lineCount *= 2;
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// DEBUG - draw a horizontal green line where the uppermost line of the floor is drawn
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// DEBUG - draw a horizontal green line where the uppermost line of the floor is drawn
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const rectangle &visarea = screen.visible_area();
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const rectangle &visarea = screen.visible_area();
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