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https://github.com/holub/mame
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-zaxxon.cpp: Switched ixion sprite/tilemap priority.
-eolith.cpp, lastfght.cpp: Demoted raccoon and lastfght to not working due to timing issues. -m62.cpp: Removed outdated comment.
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@ -75,7 +75,8 @@
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- racooon (Raccoon World)
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Game animation seems too fast?
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Game animation & timers seem too fast? demoted to NOT WORKING as a
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result
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-----------------------------------------------------------------------------
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Game Issues (unknown):
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@ -1758,7 +1759,7 @@ GAME( 1998, ironfort, 0, ironfort, ironfort, eolith_state, init_eolith,
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GAME( 1998, ironfortc, ironfort, ironfort, ironfortc, eolith_state, init_eolith, ROT0, "Eolith (Excellent Competence Ltd. license)", "Gongtit Jiucoi Iron Fortress (Hong Kong)", MACHINE_SUPPORTS_SAVE ) // Licensed/Distributed to Hong Kong company Excellent Competence Ltd.
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GAME( 1998, hidnctch, 0, eolith45, hidnctch, eolith_state, init_eolith, ROT0, "Eolith", "Hidden Catch (World) / Tul Lin Gu Lim Chat Ki '98 (Korea) (pcb ver 3.03)", MACHINE_SUPPORTS_SAVE ) // or Teurrin Geurim Chajgi '98
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GAME( 1998, hidnctcha, hidnctch, eolith45, hidnctch, eolith_state, init_eolith, ROT0, "Eolith", "Hidden Catch (World) / Tul Lin Gu Lim Chat Ki '98 (Korea) (pcb ver 3.02)", MACHINE_SUPPORTS_SAVE ) // or Teurrin Geurim Chajgi '98
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GAME( 1998, raccoon, 0, eolith45, raccoon, eolith_state, init_eolith, ROT0, "Eolith", "Raccoon World", MACHINE_SUPPORTS_SAVE )
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GAME( 1998, raccoon, 0, eolith45, raccoon, eolith_state, init_eolith, ROT0, "Eolith", "Raccoon World", MACHINE_SUPPORTS_SAVE | MACHINE_NOT_WORKING )
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GAME( 1998, puzzlekg, 0, eolith45, puzzlekg, eolith_state, init_eolith, ROT0, "Eolith", "Puzzle King (Dance & Puzzle)", MACHINE_SUPPORTS_SAVE )
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GAME( 1999, candy, 0, eolith50, candy, eolith_state, init_eolith, ROT0, "Eolith", "Candy Candy", MACHINE_IMPERFECT_GRAPHICS | MACHINE_SUPPORTS_SAVE )
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GAME( 1999, hidctch2, 0, eolith50, hidctch2, eolith_state, init_hidctch2, ROT0, "Eolith", "Hidden Catch 2 (pcb ver 3.03) (Kor/Eng) (AT89c52 protected)", MACHINE_SUPPORTS_SAVE )
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@ -62,6 +62,9 @@ Notes:
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V106.U16 - MX27C4000 4MBit DIP32 EPROM; Main Program
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V100.U7 - ST M27C801 8MBit DIP32 EPROM; Audio Samples?
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TODO:
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- Game speed seems to be completely wrong, timers and player movement too fast?
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*********************************************************************************************************************/
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#include "emu.h"
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@ -609,4 +612,4 @@ void lastfght_state::init_lastfght()
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} // Anonymous namespace
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GAME( 2000, lastfght, 0, lastfght, lastfght, lastfght_state, init_lastfght, ROT0, "Subsino", "Last Fighting", MACHINE_NO_SOUND | MACHINE_SUPPORTS_SAVE )
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GAME( 2000, lastfght, 0, lastfght, lastfght, lastfght_state, init_lastfght, ROT0, "Subsino", "Last Fighting", MACHINE_NOT_WORKING | MACHINE_NO_SOUND | MACHINE_SUPPORTS_SAVE )
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@ -4,10 +4,6 @@
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Irem "M62" system
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TODO:
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- Kid Niki and Horizon are missing the drums. There is an analog section in
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the sound board.
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Notes:
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- I believe that both kungfum bootlegs are derived from an Irem original which we
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don't have (prototype/early revision?). They say "kanfu master" instead of
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@ -1023,14 +1023,23 @@ void zaxxon_state::razmataze(machine_config &config)
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void zaxxon_state::ixion(machine_config &config)
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{
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razmataze(config);
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root(config);
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sega_315_5013_device &maincpu(SEGA_315_5013(config.replace(), m_maincpu, MASTER_CLOCK/16));
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maincpu.set_addrmap(AS_PROGRAM, &zaxxon_state::ixion_map);
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maincpu.set_addrmap(AS_OPCODES, &zaxxon_state::decrypted_opcodes_map);
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maincpu.set_decrypted_tag(":decrypted_opcodes");
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maincpu.set_size(0x6000);
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config.device_remove("ppi8255");
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m_mainlatch[0]->q_out_cb<6>().set_nop(); // flip screen not used
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/* video hardware */
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subdevice<screen_device>("screen")->set_screen_update(FUNC(zaxxon_state::screen_update_ixion));
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/* sound hardware */
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SPEAKER(config, "speaker").front_center();
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SEGAUSBROM(config, "usbsnd", 0, m_maincpu).add_route(ALL_OUTPUTS, "speaker", 1.0);
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}
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@ -1615,7 +1624,7 @@ GAME( 1984, futspy, 0, futspye, futspy, zaxxon_state, empty_init,
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/* these games run on modified Zaxxon hardware with no skewing, extra inputs, and a */
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/* G-80 Universal Sound Board */
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GAME( 1983, razmataz, 0, razmataze, razmataz, zaxxon_state, init_razmataz, ROT90, "Sega", "Razzmatazz", MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE )
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GAME( 1983, ixion, 0, ixion, ixion, zaxxon_state, empty_init, ROT270, "Sega", "Ixion (prototype)", MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE)
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GAME( 1983, ixion, 0, ixion, ixion, zaxxon_state, empty_init, ROT270, "Sega", "Ixion (prototype)", MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE )
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/* these games run on a slightly newer Zaxxon hardware with more ROM space and a */
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/* custom sprite DMA chip */
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@ -117,6 +117,7 @@ private:
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uint32_t screen_update_zaxxon(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
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uint32_t screen_update_futspy(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
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uint32_t screen_update_razmataz(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
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uint32_t screen_update_ixion(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
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uint32_t screen_update_congo(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
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DECLARE_WRITE_LINE_MEMBER(vblank_int);
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void zaxxon_sound_a_w(uint8_t data);
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@ -463,6 +463,24 @@ uint32_t zaxxon_state::screen_update_razmataz(screen_device &screen, bitmap_ind1
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return 0;
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}
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uint32_t zaxxon_state::screen_update_ixion(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
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{
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draw_background(bitmap, cliprect, false);
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// On Ixion the fg tilemap is used to blank out erased tiles. The sprites must appear above these
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// or bullets and explosions get hidden, leaving the game nearly unplayable.
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//
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// On Razzmatazz instead the fg tilemap is used to mask off sprites near the edges so must appear
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// above them.
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//
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// The Zaxxon and Congo Bongo schematics don't appear to show anything related to priority control
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// so this is most likely a hardwired change somewhere on the PCB. There are additional bits set
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// in the 2nd PROM, which are currently masked out as they're not used for palette.
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m_fg_tilemap->draw(screen, bitmap, cliprect, 0, 0);
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draw_sprites(bitmap, cliprect, 0x140, 0x180);
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return 0;
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}
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uint32_t zaxxon_state::screen_update_congo(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
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{
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