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chqflag.cpp: "black" colored rain definitely don't show up when it starts/ends pouring, fix tables accordingly (nw)
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@ -79,10 +79,15 @@ WRITE8_MEMBER(chqflag_state::chqflag_vreg_w)
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* 0x08 is used at dawn after 0x88 state
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* The shadow part looks ugly when rain starts/ends pouring (-> black colored with a setting of 0x00),
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* the reference shows dimmed background when this event occurs (which is handled via reg 1 bit 0 of k051960 device),
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* might be actually disabling the shadow here (-> setting 1.0f instead), but can't say for sure from the available reference.
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* might be actually disabling the shadow here (-> setting 1.0f instead).
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*
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* TODO: true values aren't known, also shadow_factors table probably scales towards zero instead (game doesn't use those)
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*/
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const float shadow_factors[4] = {PALETTE_DEFAULT_SHADOW_FACTOR, 1.33f, 1.66f, 2.0f };
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m_palette->set_shadow_factor(shadow_factors[((data & 0x80) >> 6) | ((data & 0x08) >> 3)]);
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const float shadow_factors[4] = {0.8, 1.33, 1.66, 2.0 };
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const float highlight_factors[4] = {1.0, 1.33, 1.66, 2.0 };
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uint8_t shadow_value = ((data & 0x80) >> 6) | ((data & 0x08) >> 3);
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m_palette->set_shadow_factor(m_last_vreg != 0 ? highlight_factors[shadow_value] : shadow_factors[shadow_value] );
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#if 0
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if ((data & 0x80) != m_last_vreg)
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@ -297,7 +302,7 @@ void chqflag_state::machine_reset()
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inline void chqflag_state::update_background_shadows(uint8_t data)
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{
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double brt = (data & 1) ? PALETTE_DEFAULT_SHADOW_FACTOR : 1.0;
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double brt = (data & 1) ? 0.8 : 1.0;
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for (int i = 512; i < 1024; i++)
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m_palette->set_pen_contrast(i, brt);
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