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https://github.com/holub/mame
synced 2025-04-23 00:39:36 +03:00
Added double buffering mechanism to ROZ layer, looks a bit better during transitions.
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@ -243,6 +243,7 @@ WRITE16_MEMBER(taitoair_state::system_control_w)
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m_dsp->set_input_line(INPUT_LINE_RESET, (data & 1) ? CLEAR_LINE : ASSERT_LINE);
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m_gradbank = (data & 0x40);
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logerror("68K:%06x writing %04x to TMS32025. %s HOLD , %s RESET\n", space.device().safe_pcbase(), data, ((data & 4) ? "Clear" : "Assert"), ((data & 1) ? "Clear" : "Assert"));
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}
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@ -74,6 +74,8 @@ public:
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INT16 m_frustumBottom;
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INT16 m_eyecoordBuffer[4]; /* homogeneous */
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bool m_gradbank;
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//bitmap_ind16 *m_buffer3d;
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DECLARE_WRITE16_MEMBER(system_control_w);
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DECLARE_READ16_MEMBER(lineram_r);
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@ -249,7 +249,7 @@ void taitoair_state::fill_slope( bitmap_ind16 &bitmap, const rectangle &cliprect
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else
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{
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/* Terrain elements, with a gradient applied. */
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/* TODO: it's unknown if gradient color applies by global screen Y coordinate or there's a calculation to somewhere ... */
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/*! @todo it's unknown if gradient color applies by global screen Y coordinate or there's a calculation to somewhere ... */
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base_color = ((color & 0x3f) * 0x80) + 0x2040;
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grad_col = (y1 >> 3) & 0x3f;
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}
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@ -603,6 +603,9 @@ UINT32 taitoair_state::screen_update_taitoair(screen_device &screen, bitmap_ind1
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base = 0x2000;
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cntr = c1b;
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}
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if(m_gradbank == true)
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base|= 0x1000;
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*dest++ = base | (cntr >= 0x83f000 ? 0x3f : (cntr >> 12) & 0x3f);
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c1b += inc1x;
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