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]

This commit is contained in:
angelosa 2016-09-17 02:28:13 +02:00
parent 026487927f
commit a7c6b6df1c

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