seibucop.cpp: identify sprite priority bit for command $c480, fixes 3rd level mid-boss in SD Gundam Rainbow being submerged when touching ground layers [Angelo Salese]
new WORKING machine
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SD Gundam Sangokushi Rainbow Tairiku Senki [Angelo Salese]
- Change setname from paradiss to super21.
- Change game description to Super 21.
- Added year and manufacturer.
- Descramble the program properly, eliminating the skull warning screen.
- Identified and set the correct CPU.
- Mapped PIAs, CRTC, and AY8910 in the correct offsets.
- Inputs from scratch.
- Mapped both DIP switches banks with their own defaults and diplocations.
- Rearrange the ROM load, graphics banks and gfxdecode.
- Reworked the video hardware since palette system and attr RAM is
quite different from the standard for this kind of hardware.
- Promoted to working.
New working machines
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Super 21 [Roberto Fresca, Grull Osgo, Team Europe]
* More cleanly cracked Apple II disks! (nw)
* Progress continues on the Great Wall of Apple II disks (nw)
* More Apple II softlist stuff (nw)
* Update Apple softlists to July 21st, 2019 (nw)
* Update Apple II softlist to July 22nd, 2019 (nw)
Getting closer..
* Another stack of cleanly cracked Apple II disks (nw)
* Update WOZ originals to July 23rd, 2019 (nw)
* A2: Add/Update titles, also fix some bad dumps (nw)
* We're now caught up to 4AM Clean Crack entry 2000 (nw)
for Laserdisc overlays.
This is a change in behaviour, and it means that games like Golly!
Ghost! will need an explicit blend mode specified in the XML. I'm not
entirely happy with the situation, but a better, more general solution
than this would require some serious refactoring to MAME's renderer.
* vsmile_cart.xml: Add note about missing cart (nw)
Changed the comments section width to the default GitGub editor, for easy viewing (nw)
* Notes about Korean carts (nw)
* Marked soon-to-be-dumped carts (nw)