diff --git a/src/mame/drivers/coolridr.c b/src/mame/drivers/coolridr.c index eee57d13f5d..a3cd508121b 100644 --- a/src/mame/drivers/coolridr.c +++ b/src/mame/drivers/coolridr.c @@ -1576,7 +1576,8 @@ WRITE32_MEMBER(coolridr_state::sysh1_blit_mode_w) if ((data & 0xff000000) != 0xac000000) printf("blitter mode set without upper bits equal 0xac000000\n"); - // nor this + // i've seen this triggered once or twice + // might be there are more z-bits, or it's just overflowing when there are too many sprites if (data & 0x0000f000) printf("blitter mode with mask 0x0000f000\n"); @@ -1646,6 +1647,15 @@ WRITE32_MEMBER(coolridr_state::sysh1_blit_data_w) { //printf("blit mode %02x %02x %08x\n", m_blitterMode, m_blitterSerialCount, data); m_blitterSerialCount++; + + //blit mode 10 00 00000003 + //blit mode 10 01 00000002 + //blit mode 10 02 00007b20 << this is the palette base for the sprites + //blit mode 10 00 00000002 + //blit mode 10 01 00000001 + //blit mode 10 02 00040204 + //blit mode 10 03 00000000 + } else if (m_blitterMode == 0xe0) // when going into game (in units of 0x10 writes) {