prelim fix for dirtdash slowdown. Remaining dirtdash issues are spot ram and textlayer related, but not strong enough to still mark it non-working, so..

New games added or promoted from NOT_WORKING status
---------------------------------------------------
Dirt Dash [Phil Bennett, hap]
This commit is contained in:
Michaël Banaan Ananas 2011-10-29 08:54:35 +00:00
parent eedf9f29af
commit fd62a1a1f8
2 changed files with 7 additions and 3 deletions

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@ -4924,6 +4924,9 @@ static INPUT_PORTS_START( dirtdash )
PORT_BIT( 0xff, IP_ACTIVE_LOW, IPT_UNKNOWN )
DRIVING_ANALOG_PORTS
PORT_MODIFY("STEER") // default is too sensitive
PORT_BIT( 0xff, 0x80, IPT_PADDLE ) PORT_SENSITIVITY(100) PORT_KEYDELTA(3) PORT_NAME("Steering Wheel")
INPUT_PORTS_END /* Dirt Dash */
static INPUT_PORTS_START( tokyowar )
@ -5711,7 +5714,7 @@ GAME( 1994, alpinerd, 0, namcos22s, alpiner, alpiner, ROT0, "Namco", "
GAME( 1994, alpinerc, alpinerd, namcos22s, alpiner, alpiner, ROT0, "Namco", "Alpine Racer (Rev. AR2 Ver.C)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS )
GAME( 1995, airco22b, 0, namcos22s, airco22, airco22, ROT0, "Namco", "Air Combat 22 (Rev. ACS1 Ver.B, Japan)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS|GAME_NOT_WORKING ) // boots but missing sprite clear DMA?
GAME( 1995, cybrcycc, 0, namcos22s, cybrcycc, cybrcyc, ROT0, "Namco", "Cyber Cycles (Rev. CB2 Ver.C)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS ) // 95/04/04
GAME( 1995, dirtdash, 0, namcos22s, dirtdash, dirtdash, ROT0, "Namco", "Dirt Dash (Rev. DT2)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS|GAME_NOT_WORKING ) // 95/12/20 20:01:56. many issues: slowdown, text layer transparency, spot ram
GAME( 1995, dirtdash, 0, namcos22s, dirtdash, dirtdash, ROT0, "Namco", "Dirt Dash (Rev. DT2)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS ) // 95/12/20 20:01:56
GAME( 1995, timecris, 0, namcos22s, timecris, timecris, ROT0, "Namco", "Time Crisis (Rev. TS2 Ver.B)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS ) // 96/04/02 18:48:00
GAME( 1995, timecrisa,timecris, namcos22s, timecris, timecris, ROT0, "Namco", "Time Crisis (Rev. TS2 Ver.A)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS ) // 96/01/08 18:56:09
GAME( 1996, propcycl, 0, namcos22s, propcycl, propcycl, ROT0, "Namco", "Prop Cycle (Rev. PR2 Ver.A)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS ) // 96/06/18 21:22:13

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@ -4,7 +4,7 @@
* todo (ordered by importance):
*
* - emulate slave dsp!
* - emulate spot (see testmode and dirtdash)
* - emulate spot (see testmode and dirtdash - other textlayer transparency issues in dirtdash is also spot related?)
* - texture u/v mapping is often 1 pixel off, resulting in many glitch lines/gaps between textures
* - 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?)
@ -1830,7 +1830,8 @@ READ32_HANDLER( namcos22_tilemapattr_r )
// or maybe relative to posirq?
if (space->machine().primary_screen->vblank()) lo = 0x1ff;
else lo = space->machine().primary_screen->vpos() >> 1;
return hi|lo;
// dirtdash has slowdowns if high bit is clear, why??
return hi | lo | 0x8000;
}
case 3: