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Update TODO note (nw)
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@ -46,7 +46,7 @@ control registers
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000: scroll x (low 8 bits)
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000: scroll x (low 8 bits)
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001: -------x scroll x (high bit)
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001: -------x scroll x (high bit)
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------x- enable rowscroll? (combatsc)
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------x- enable rowscroll? (combatsc)
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-----x-- unknown (flak attack)
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-----x-- unknown (flak attack)
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----x--- this probably selects an alternate screen layout used in combat
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----x--- this probably selects an alternate screen layout used in combat
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school where tilemap #2 is overlayed on front and doesn't scroll.
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school where tilemap #2 is overlayed on front and doesn't scroll.
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The 32 lines of the front layer can be individually turned on or
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The 32 lines of the front layer can be individually turned on or
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@ -217,7 +217,7 @@ void k007121_device::sprites_draw( bitmap_ind16 &bitmap, const rectangle &clipre
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int i, num, inc;
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int i, num, inc;
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/* TODO: sprite limit is supposed to be per-line! (check MT #00185) */
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// TODO: sprite limit is supposed to be per-line! (check MT #00185)
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num = 0x40;
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num = 0x40;
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//num = (k007121->ctrlram[0x03] & 0x40) ? 0x80 : 0x40; /* WRONG!!! (needed by combatsc) */
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//num = (k007121->ctrlram[0x03] & 0x40) ? 0x80 : 0x40; /* WRONG!!! (needed by combatsc) */
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@ -254,7 +254,7 @@ void k007121_device::sprites_draw( bitmap_ind16 &bitmap, const rectangle &clipre
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/* Flak Attack doesn't use a lookup PROM, it maps the color code directly */
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/* Flak Attack doesn't use a lookup PROM, it maps the color code directly */
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/* to a palette entry */
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/* to a palette entry */
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// TODO: is
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// TODO: check if it's true or callback-ize this one and remove the per-game hack.
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if (is_flakatck)
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if (is_flakatck)
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transparent_mask = 1 << 0;
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transparent_mask = 1 << 0;
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else
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else
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