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https://github.com/holub/mame
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decbac06 - save ram properly, added a note about flipscreen behavior as a reminder for reimplementing flips on some of these games later (nw)
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@ -171,6 +171,14 @@ void deco_bac06_device::device_start()
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m_bppmult = 0x10;
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m_bppmask = 0x0f;
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m_rambank = 0;
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save_pointer(NAME(pf_data), 0x4000/2);
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save_pointer(NAME(pf_rowscroll), 0x2000/2);
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save_pointer(NAME(pf_colscroll), 0x2000/2);
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save_pointer(NAME(pf_control_0), 8);
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save_pointer(NAME(pf_control_1), 8);
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save_item(NAME(m_rambank));
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}
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void deco_bac06_device::device_reset()
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@ -24,7 +24,22 @@ public:
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void deco_bac06_pf_draw(running_machine &machine,bitmap_ind16 &bitmap,const rectangle &cliprect,int flags,UINT16 penmask, UINT16 pencondition,UINT16 colprimask, UINT16 colpricondition);
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void deco_bac06_pf_draw_bootleg(running_machine &machine,bitmap_ind16 &bitmap,const rectangle &cliprect,int flags, int mode, int type);
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/* I wonder if pf_control_0 is really registers, or a selection of pins.
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For games with multiple chips typically the flip bit only gets set on one of the chips, but
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is expected to apply to both (and often the sprites as well?)
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Furthermore we have the m_rambank thing used by Stadium Hero which appears to be used to
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control the upper address line on some external RAM even if it gets written to the control_0
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area
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For now we have this get_flip_state function so that drivers can query the bit and set other
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flip flags accordingly
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*/
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UINT8 get_flip_state(void) { return pf_control_0[0]&0x80; };
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void set_colmask(int data) { m_gfxcolmask = data; }
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void set_bppmultmask( int mult, int mask ) { m_bppmult = mult; m_bppmask = mask; } // stadium hero has 3bpp tiles
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UINT8 m_gfxcolmask;
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