Virtua Striker doesn't seem to like flipping textures on playfield and players, disable it.

This commit is contained in:
Angelo Salese 2014-04-25 15:55:29 +00:00
parent 90cf5ab2cb
commit d90e81d6fe
3 changed files with 11 additions and 7 deletions

View File

@ -365,7 +365,7 @@ TIMER_DEVICE_CALLBACK_MEMBER(model2_state::model2_timer_cb)
//printf("%08x %08x (%08x)\n",m_intreq,m_intena,1<<bit);
model2_check_irq_state();
m_timervals[tnum] = -1;
m_timervals[tnum] = 0xfffff;
m_timerrun[tnum] = 0;
}
@ -1473,7 +1473,7 @@ WRITE32_MEMBER(model2_state::model2_3d_zclip_w)
model2_3d_set_zclip( machine(), data & 0xFF );
}
/* Top Skater reads here */
/* Top Skater reads here and discards the result */
READ8_MEMBER(model2_state::tgpid_r)
{
unsigned char ID[]={0,'T','A','H',0,'A','K','O',0,'Z','A','K',0,'M','T','K'};
@ -1481,13 +1481,13 @@ READ8_MEMBER(model2_state::tgpid_r)
return ID[offset];
}
/* common map for all Model 2 versions */
static ADDRESS_MAP_START( model2_base_mem, AS_PROGRAM, 32, model2_state )
AM_RANGE(0x00000000, 0x001fffff) AM_ROM AM_WRITENOP
AM_RANGE(0x00500000, 0x005fffff) AM_RAM AM_SHARE("workram")
// "extra" data
AM_RANGE(0x06000000, 0x06ffffff) AM_ROM AM_REGION("user1", 0x1000000)
AM_RANGE(0x00800000, 0x00803fff) AM_READWRITE(geo_r, geo_w)
//AM_RANGE(0x00800010, 0x00800013) AM_WRITENOP
@ -1521,6 +1521,9 @@ static ADDRESS_MAP_START( model2_base_mem, AS_PROGRAM, 32, model2_state )
AM_RANGE(0x01d00000, 0x01d03fff) AM_RAM AM_SHARE("backup1") // Backup sram
AM_RANGE(0x02000000, 0x03ffffff) AM_ROM AM_REGION("user1", 0)
// "extra" data
AM_RANGE(0x06000000, 0x06ffffff) AM_ROM AM_REGION("user1", 0x1000000)
AM_RANGE(0x10000000, 0x101fffff) AM_WRITE(mode_w)
AM_RANGE(0x11600000, 0x1167ffff) AM_RAM AM_SHARE("share1") // framebuffer (last bronx)

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@ -945,8 +945,9 @@ static void model2_3d_render( model2_state *state, bitmap_rgb32 &bitmap, triangl
extra->texheight = 32 << ((tri->texheader[0] >> 3) & 0x7);
extra->texx = 32 * ((tri->texheader[2] >> 0) & 0x1f);
extra->texy = 32 * (((tri->texheader[2] >> 6) & 0x1f) + ( tri->texheader[2] & 0x20 ));
extra->texmirrorx = (tri->texheader[0] >> 9) & 1;
extra->texmirrory = (tri->texheader[0] >> 8) & 1;
/* TODO: Virtua Striker contradicts with this. */
extra->texmirrorx = 0;//(tri->texheader[0] >> 9) & 1;
extra->texmirrory = 0;//(tri->texheader[0] >> 8) & 1;
extra->texsheet = (tri->texheader[2] & 0x1000) ? state->m_textureram1 : state->m_textureram0;
tri->v[0].pz = 1.0f / (1.0f + tri->v[0].pz);

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@ -49,7 +49,7 @@
#define MODEL2_TEXTURED
#define MODEL2_TRANSLUCENT
#else
#error "Model 2 renderer: Invalif function selected!"
#error "Model 2 renderer: Invalid function selected!"
#endif
#ifndef MODEL2_TEXTURED