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really, nothing to see here :) (NW)
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@ -184,12 +184,12 @@ perhaps? The two writes seem to take only two values.
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****************************************************************************/
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/*!
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@todo - Framebuffer DMA requires palette switch to be selected dynamically, see at first stage Course Select in Top Landing.
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@todo - Framebuffer DMA requires palette switch to be selected dynamically, see at first stage Course Select in Top Landing.
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My gut feeling is that 3d poly fill operation actually copies to internal buffer then a DMA op actually do the buffer-to-screen copy, including gradiation ROZ too;
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- Air Inferno: missing landing monitor camera (blackened);
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- Air Inferno: missing 3d HUD graphics;
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- Air Inferno: Expert course has wrong 3d geometry;
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- Air Inferno: Almost surely crashing during replay has missing smoke effect, looks quit odd atm.
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- Air Inferno: Almost surely crashing during replay has missing smoke effect, looks quite odd atm.
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- Top Landing: Night stages might have wrong priority for stars-above-sea;
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- Input limiters / analog thresholds for both games;
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*/
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@ -354,9 +354,9 @@ WRITE8_MEMBER(taitoair_state::sound_bankswitch_w)
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[3] both games uses 0xb7, most likely a register setting.
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*/
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WRITE16_MEMBER(taitoair_state::dma_regs_w)
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{
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{
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printf("%08x %04x\n",offset,data);
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if(offset == 0 && ACCESSING_BITS_8_15)
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{
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if(data == 0x1fff)
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@ -480,7 +480,7 @@ READ16_MEMBER(taitoair_state::dsp_muldiv_1_r)
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{
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if(m_dsp_muldiv_c_1 == 0)
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return 0xffff; /**< @todo true value? */
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return m_dsp_muldiv_a_1*m_dsp_muldiv_b_1/m_dsp_muldiv_c_1;
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}
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@ -503,7 +503,7 @@ READ16_MEMBER(taitoair_state::dsp_muldiv_2_r)
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{
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if(m_dsp_muldiv_c_2 == 0)
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return 0xffff; /**< @todo true value? */
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return m_dsp_muldiv_a_2*m_dsp_muldiv_b_2/m_dsp_muldiv_c_2;
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}
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