diff --git a/hash/super80_cass.xml b/hash/super80_cass.xml
index ebb11517de1..a6bf162ad3c 100644
--- a/hash/super80_cass.xml
+++ b/hash/super80_cass.xml
@@ -1512,6 +1512,32 @@
+
+ Merlin
+ 198?
+ Dreamcards
+
+
+
+
+
+
+
+
+
+
+ Merlin (R2)
+ 198?
+ Dreamcards
+
+
+
+
+
+
+
+
+
6845 Programmer
198?
@@ -1537,4 +1563,156 @@
+
+ BEE-Z80
+ 1983
+ Mytek
+
+
+
+
+
+
+
+
+
+ Bemon
+ 198?
+ unknown
+
+
+
+
+
+
+
+
+
+ WordBee
+ 198?
+ unknown
+
+
+
+
+
+
+
+
+
+ WordBee (L3)
+ 198?
+ unknown
+
+
+
+
+
+
+
+
+
+ Microspace Invaders
+ 198?
+ unknown
+
+
+
+
+
+
+
+
+
+
+ Microspace Invaders (with arrows)
+ 198?
+ unknown
+
+
+
+
+
+
+
+
+
+
+ Microspace Invaders (R2)
+ 198?
+ unknown
+
+
+
+
+
+
+
+
+
+
+ Microspace Invaders (L2)(with arrows)
+ 198?
+ unknown
+
+
+
+
+
+
+
+
+
+
+ Kilopede
+ 1983
+ Mytek
+
+
+
+
+
+
+
+
+
+
+ Kilopede (with arrows)
+ 1983
+ Mytek
+
+
+
+
+
+
+
+
+
+
+ Kilopede (R1)
+ 1983
+ Mytek
+
+
+
+
+
+
+
+
+
+
+ Kilopede (R1)(with arrows)
+ 1983
+ Mytek
+
+
+
+
+
+
+
+
+
diff --git a/src/mame/video/chihiro.cpp b/src/mame/video/chihiro.cpp
index 5edc9fd46ae..1d6ae58bb90 100644
--- a/src/mame/video/chihiro.cpp
+++ b/src/mame/video/chihiro.cpp
@@ -2378,22 +2378,21 @@ void nv2a_renderer::convert_vertices_poly(vertex_nv *source, vertex_t *destinati
for (int j = 0; j < 4; j++)
v[i] += matrix.projection[i][j] * t[j];
};
- /*if (matrix.scale[3] != 0)
- for (int i = 0; i < 4; i++) {
- v[i] *= matrix.scale[i];
- }
- for (int i = 0; i < 4; i++) {
+ /*for (int i = 0; i < 3; i++) {
+ v[i] *= matrix.scale[i];
+ }
+ for (int i = 0; i < 3; i++) {
v[i] += matrix.translate[i];
}*/
destination[m].x = (v[0] / v[3])*supersample_factor_x; // source[m].attribute[0].fv[0];
destination[m].y = (v[1] / v[3])*supersample_factor_y; // source[m].attribute[0].fv[1];
+ destination[m].p[(int)VERTEX_PARAMETER::PARAM_Z] = v[2] / v[3];
for (u = (int)VERTEX_PARAMETER::PARAM_COLOR_B; u <= (int)VERTEX_PARAMETER::PARAM_COLOR_A; u++) // 0=b 1=g 2=r 3=a
destination[m].p[u] = source[m].attribute[3].fv[u];
for (u = 0; u < 4; u++) {
destination[m].p[(int)VERTEX_PARAMETER::PARAM_TEXTURE0_U + u * 2] = source[m].attribute[9 + u].fv[0];
destination[m].p[(int)VERTEX_PARAMETER::PARAM_TEXTURE0_V + u * 2] = source[m].attribute[9 + u].fv[1];
}
- destination[m].p[(int)VERTEX_PARAMETER::PARAM_Z] = v[2] / v[3];
}
}
else {
@@ -2669,8 +2668,8 @@ void nv2a_renderer::assemble_primitive(vertex_nv *source, int count, render_dele
if (vertex_accumulated == 4) {
primitives_count++;
vertex_accumulated = 0;
- render_triangle_culling(limits_rendertarget, renderspans, 4 + 4 * 2, vertex_xy[vertex_count], vertex_xy[vertex_count + 1], vertex_xy[vertex_count + 2]);
- render_triangle_culling(limits_rendertarget, renderspans, 4 + 4 * 2, vertex_xy[vertex_count], vertex_xy[vertex_count + 2], vertex_xy[vertex_count + 3]);
+ render_triangle_culling(limits_rendertarget, renderspans, 5 + 4 * 2, vertex_xy[vertex_count], vertex_xy[vertex_count + 1], vertex_xy[vertex_count + 2]);
+ render_triangle_culling(limits_rendertarget, renderspans, 5 + 4 * 2, vertex_xy[vertex_count], vertex_xy[vertex_count + 2], vertex_xy[vertex_count + 3]);
vertex_count = (vertex_count + 4) & 1023;
wait();
}
@@ -2681,7 +2680,7 @@ void nv2a_renderer::assemble_primitive(vertex_nv *source, int count, render_dele
if (vertex_accumulated == 3) {
primitives_count++;
vertex_accumulated = 0;
- render_triangle_culling(limits_rendertarget, renderspans, 4 + 4 * 2, vertex_xy[vertex_count], vertex_xy[(vertex_count + 1) & 1023], vertex_xy[(vertex_count + 2) & 1023]); // 4 rgba, 4 texture units 2 uv
+ render_triangle_culling(limits_rendertarget, renderspans, 5 + 4 * 2, vertex_xy[vertex_count], vertex_xy[(vertex_count + 1) & 1023], vertex_xy[(vertex_count + 2) & 1023]); // 4 rgba, 4 texture units 2 uv
vertex_count = (vertex_count + 3) & 1023;
wait();
}
@@ -2704,7 +2703,7 @@ void nv2a_renderer::assemble_primitive(vertex_nv *source, int count, render_dele
// if software sends the vertices 0 1 2 3 4 5 6
// hardware will draw triangles made by (0,1,2) (0,2,3) (0,3,4) (0,4,5) (0,5,6)
convert_vertices_poly(source, vertex_xy + vertex_count, 1);
- render_triangle_culling(limits_rendertarget, renderspans, 4 + 4 * 2, vertex_xy[1024], vertex_xy[(vertex_count - 1) & 1023], vertex_xy[vertex_count]);
+ render_triangle_culling(limits_rendertarget, renderspans, 5 + 4 * 2, vertex_xy[1024], vertex_xy[(vertex_count - 1) & 1023], vertex_xy[vertex_count]);
vertex_count = (vertex_count + 1) & 1023;
wait();
}
@@ -2728,9 +2727,9 @@ void nv2a_renderer::assemble_primitive(vertex_nv *source, int count, render_dele
// hardware will draw triangles made by (0,1,2) (1,3,2) (2,3,4) (3,5,4) (4,5,6)
convert_vertices_poly(source, vertex_xy + vertex_count, 1);
if ((vertex_count & 1) == 0)
- render_triangle_culling(limits_rendertarget, renderspans, 4 + 4 * 2, vertex_xy[(vertex_count - 2) & 1023], vertex_xy[(vertex_count - 1) & 1023], vertex_xy[vertex_count]);
+ render_triangle_culling(limits_rendertarget, renderspans, 5 + 4 * 2, vertex_xy[(vertex_count - 2) & 1023], vertex_xy[(vertex_count - 1) & 1023], vertex_xy[vertex_count]);
else
- render_triangle_culling(limits_rendertarget, renderspans, 4 + 4 * 2, vertex_xy[(vertex_count - 2) & 1023], vertex_xy[vertex_count], vertex_xy[(vertex_count - 1) & 1023]);
+ render_triangle_culling(limits_rendertarget, renderspans, 5 + 4 * 2, vertex_xy[(vertex_count - 2) & 1023], vertex_xy[vertex_count], vertex_xy[(vertex_count - 1) & 1023]);
vertex_count = (vertex_count + 1) & 1023;
wait();
}
@@ -2755,8 +2754,8 @@ void nv2a_renderer::assemble_primitive(vertex_nv *source, int count, render_dele
{
primitives_count++;
// quad is made of vertices vertex count +0 +1 +3 +2
- render_triangle_culling(limits_rendertarget, renderspans, 4 + 4 * 2, vertex_xy[vertex_count + 0], vertex_xy[vertex_count + 1], vertex_xy[(vertex_count + 3) & 1023]);
- render_triangle_culling(limits_rendertarget, renderspans, 4 + 4 * 2, vertex_xy[(vertex_count + 3) & 1023], vertex_xy[(vertex_count + 2) & 1023], vertex_xy[vertex_count + 0]);
+ render_triangle_culling(limits_rendertarget, renderspans, 5 + 4 * 2, vertex_xy[vertex_count + 0], vertex_xy[vertex_count + 1], vertex_xy[(vertex_count + 3) & 1023]);
+ render_triangle_culling(limits_rendertarget, renderspans, 5 + 4 * 2, vertex_xy[(vertex_count + 3) & 1023], vertex_xy[(vertex_count + 2) & 1023], vertex_xy[vertex_count + 0]);
vertex_accumulated = 2;
vertex_count = (vertex_count + 2) & 1023;
wait();