namcos22: changed my mind on prev commit, added todo notes (nw)

This commit is contained in:
hap 2018-10-05 14:41:45 +02:00
parent 8d8ca0011d
commit e24aad0e03
2 changed files with 10 additions and 11 deletions

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@ -10,6 +10,15 @@
* - trackmaster@gmx.net (Bjorn Sunder)
* - team vivanonno
*
* TODO: (for video related issues, see video source file)
* - finish slave DSP emulation
* - emulate System 22 I/O board C74
* - tokyowar tanks are not shootable, same for timecris helicopter, there's still a very small hitbox but almost impossible to hit.
* - alpinesa doesn't work, protection related?
* - C139 for linked cabinets, as well as in RR fullscale
* - confirm DSP and MCU clocks and their IRQ timing
*
**********************************************************************************************************
* Input
* - input ports require manual calibration through built-in diagnostics (or canned EEPROM)
*
@ -18,12 +27,6 @@
* - lamps/LEDs on some cabinets
* - time crisis has force feedback for the guns
*
* Link
* - SCI (link) feature is not yet hooked up
*
* CPU Emulation issues
* - slave DSP is not yet used in-game
*
* Notes:
* The "dipswitch" settings are ignored in many games - this isn't a bug. For example, Prop Cycle software
* explicitly clears the chunk of work RAM used to cache the 8 bit dipswitch value immediately after
@ -3758,7 +3761,7 @@ MACHINE_CONFIG_START(namcos22_state::namcos22)
MCFG_DEVICE_PROGRAM_MAP( mcu_s22_program)
MCFG_DEVICE_IO_MAP( mcu_s22_io)
MCFG_DEVICE_ADD("iomcu", NAMCO_C74, 49.152_MHz_XTAL/3)
MCFG_DEVICE_ADD("iomcu", NAMCO_C74, 6.144_MHz_XTAL)
MCFG_DEVICE_PROGRAM_MAP( iomcu_s22_program)
MCFG_DEVICE_IO_MAP( iomcu_s22_io)

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@ -4,12 +4,8 @@
* video hardware for Namco System22
*
* TODO:
*
* - emulate slave dsp!
* - texture u/v mapping is often 1 pixel off, resulting in many glitch lines/gaps between textures. The glitch may be in MAME core:
* it used to be much worse with the legacy_poly_manager
* - tokyowar tanks are not shootable, same for timecris helicopter, there's still a very small hitbox but almost impossible to hit.
* is this related to dsp? or cpu?
* - find out how/where vics num_sprites is determined exactly, currently a workaround is needed for airco22b and dirtdash
* - improve ss22 fogging:
* + scene changes too rapidly sometimes, eg. dirtdash snow level finish (see attract), or aquajet going down the waterfall