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https://github.com/holub/mame
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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]
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@ -4924,6 +4924,9 @@ static INPUT_PORTS_START( dirtdash )
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PORT_BIT( 0xff, IP_ACTIVE_LOW, IPT_UNKNOWN )
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PORT_BIT( 0xff, IP_ACTIVE_LOW, IPT_UNKNOWN )
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DRIVING_ANALOG_PORTS
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DRIVING_ANALOG_PORTS
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PORT_MODIFY("STEER") // default is too sensitive
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PORT_BIT( 0xff, 0x80, IPT_PADDLE ) PORT_SENSITIVITY(100) PORT_KEYDELTA(3) PORT_NAME("Steering Wheel")
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INPUT_PORTS_END /* Dirt Dash */
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INPUT_PORTS_END /* Dirt Dash */
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static INPUT_PORTS_START( tokyowar )
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static INPUT_PORTS_START( tokyowar )
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@ -5711,7 +5714,7 @@ GAME( 1994, alpinerd, 0, namcos22s, alpiner, alpiner, ROT0, "Namco", "
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GAME( 1994, alpinerc, alpinerd, namcos22s, alpiner, alpiner, ROT0, "Namco", "Alpine Racer (Rev. AR2 Ver.C)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS )
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GAME( 1994, alpinerc, alpinerd, namcos22s, alpiner, alpiner, ROT0, "Namco", "Alpine Racer (Rev. AR2 Ver.C)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS )
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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?
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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?
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GAME( 1995, cybrcycc, 0, namcos22s, cybrcycc, cybrcyc, ROT0, "Namco", "Cyber Cycles (Rev. CB2 Ver.C)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS ) // 95/04/04
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GAME( 1995, cybrcycc, 0, namcos22s, cybrcycc, cybrcyc, ROT0, "Namco", "Cyber Cycles (Rev. CB2 Ver.C)" , GAME_IMPERFECT_SOUND|GAME_IMPERFECT_GRAPHICS ) // 95/04/04
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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
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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
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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
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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
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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
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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
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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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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 @@
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* todo (ordered by importance):
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* todo (ordered by importance):
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*
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*
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* - emulate slave dsp!
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* - emulate slave dsp!
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* - emulate spot (see testmode and dirtdash)
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* - emulate spot (see testmode and dirtdash - other textlayer transparency issues in dirtdash is also spot related?)
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* - texture u/v mapping is often 1 pixel off, resulting in many glitch lines/gaps between textures
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* - texture u/v mapping is often 1 pixel off, resulting in many glitch lines/gaps between textures
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* - tokyowar tanks are not shootable, same for timecris helicopter, there's still a very small hitbox but almost impossible to hit
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* - tokyowar tanks are not shootable, same for timecris helicopter, there's still a very small hitbox but almost impossible to hit
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* (is this related to dsp? or cpu?)
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* (is this related to dsp? or cpu?)
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@ -1830,7 +1830,8 @@ READ32_HANDLER( namcos22_tilemapattr_r )
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// or maybe relative to posirq?
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// or maybe relative to posirq?
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if (space->machine().primary_screen->vblank()) lo = 0x1ff;
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if (space->machine().primary_screen->vblank()) lo = 0x1ff;
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else lo = space->machine().primary_screen->vpos() >> 1;
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else lo = space->machine().primary_screen->vpos() >> 1;
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return hi|lo;
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// dirtdash has slowdowns if high bit is clear, why??
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return hi | lo | 0x8000;
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}
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}
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case 3:
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case 3:
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