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ssriders.cpp: protection chip actually uses the work RAM buffer for horizontal scrolling in collision dtection routine. Fixed players/enemies collision detection on slopes. [Angelo Salese]
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@ -43,8 +43,7 @@ Updates:
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correctly. TMNT2 stays dimmed most of the time.(fixed)
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correctly. TMNT2 stays dimmed most of the time.(fixed)
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- sprite lag, quite evident in lgtnfght and mia but also in the others.
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- sprite lag, quite evident in lgtnfght and mia but also in the others.
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Also see the left corner of the wall in punkshot DownTown level(should be better)
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Also see the left corner of the wall in punkshot DownTown level(should be better)
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- ssriders: Billy no longer goes berserk at stage 4's boss. Players
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- ssriders: Billy no longer goes berserk at stage 4's boss.
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don't jitter as much walking on slanted surfaces.
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* uncertain bugs:
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* uncertain bugs:
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- Detana!! Twin Bee's remaining sprite lag does not appear to be
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- Detana!! Twin Bee's remaining sprite lag does not appear to be
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@ -320,8 +319,8 @@ READ16_MEMBER(tmnt_state::ssriders_protection_r)
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/* collision table */
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/* collision table */
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data = -space.read_word(0x105818);
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data = -space.read_word(0x105818);
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data = ((data / 8 - 4) & 0x1f) * 0x40;
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data = ((data / 8 - 4) & 0x1f) * 0x40;
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data += ((space.read_word(0x105cb0) +
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// 0x1040c8 is the x scroll buffer, avoids stutter on slopes + scrolling (and it's actually more logical as HW pov)
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256 * m_k052109->read(space, 0x1a01) + m_k052109->read(space, 0x1a00) - 6) / 8 + 12) & 0x3f;
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data += ((space.read_word(0x105cb0) + space.read_word(0x1040c8) - 6) / 8 + 12) & 0x3f;
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return data;
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return data;
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default:
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default:
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