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tatsumi.cpp: fixed Round Up 5 video priority on map screen after a play [Angelo Salese]
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@ -147,7 +147,7 @@ WRITE16_MEMBER(roundup5_state::roundup_v30_z80_w)
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WRITE16_MEMBER(roundup5_state::roundup5_control_w)
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WRITE16_MEMBER(roundup5_state::roundup5_control_w)
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{
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{
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COMBINE_DATA(&m_control_word);
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COMBINE_DATA(&m_control_word);
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if (m_control_word & 0x10)
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if (m_control_word & 0x10)
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@ -173,6 +173,9 @@ WRITE16_MEMBER(roundup5_state::roundup5_control_w)
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0x0040 : Z80 rom (lower half) mapped to 0x10000
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0x0040 : Z80 rom (lower half) mapped to 0x10000
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0x0060 : Z80 rom (upper half) mapped to 0x10000
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0x0060 : Z80 rom (upper half) mapped to 0x10000
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0x0080 : enabled when showing map screen after a play
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(switches video priority between text layer and sprites)
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0x0100 : watchdog.
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0x0100 : watchdog.
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@ -1059,8 +1059,16 @@ uint32_t roundup5_state::screen_update_roundup5(screen_device &screen, bitmap_rg
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draw_sprites(screen.priority(),cliprect,1,(m_sprite_control_ram[0xe0]&0x1000) ? 0x1000 : 0); // Alpha pass only
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draw_sprites(screen.priority(),cliprect,1,(m_sprite_control_ram[0xe0]&0x1000) ? 0x1000 : 0); // Alpha pass only
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draw_road(bitmap,cliprect,screen.priority());
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draw_road(bitmap,cliprect,screen.priority());
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draw_sprites(bitmap,cliprect,0,(m_sprite_control_ram[0xe0]&0x1000) ? 0x1000 : 0); // Full pass
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if(m_control_word & 0x80) // enabled on map screen after a play
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m_tx_layer->draw(screen, bitmap, cliprect, 0,0);
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{
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m_tx_layer->draw(screen, bitmap, cliprect, 0,0);
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draw_sprites(bitmap,cliprect,0,(m_sprite_control_ram[0xe0]&0x1000) ? 0x1000 : 0); // Full pass
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}
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else
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{
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draw_sprites(bitmap,cliprect,0,(m_sprite_control_ram[0xe0]&0x1000) ? 0x1000 : 0); // Full pass
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m_tx_layer->draw(screen, bitmap, cliprect, 0,0);
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}
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return 0;
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return 0;
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}
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}
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