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![]() * Added correct RAM sizes as per Charles McDonald's notes * Implemented priority in the same manner as tetrisp2 * Add shadows via custom mixing (gametngk and tetrisp / tp2m32 are much improved) Date: Sun, 08 Nov 2009 14:59:36 +0000 From: David Haywood <neohaze@nildram.co.uk> CC: Philip Bennett <p.j.bennett@gmail.com> Subject: Re: Megasystem 32 ram sizes and this patch (which replaces the last two) takes things one step further, and attempts to add shadows via custom mixing. in reality per-pixel use of the priority ram will be needed, but this does a pretty good job, albeit in a rather unoptimized way. Shadows in gametngk and tetrisp / tp2m32 are much improved. David Haywood wrote: > This implements the priority in the same way as the Standalone Tetris > Plus 2 driver, I've also made them share the sprite drawing function > (although by the looks of it the older hardware doesn't support sprite > zoom) > > This isn't perfect as a lot of the priority ram still doesn't get > used, but it does make an improvement. > > It appears that the places they want to render shadows they draw the > sprite under the tilemap, I'm starting to wonder if this is how > shadowing works on this hardware (and again, if only the ms32 version > of the hardware supports it, because there are some subtle differences > in the way things are done in tetris plus 2) I haven't implemented > any shadows yet however. > > This replaces the previous patch. > > David Haywood wrote: >> this implements the Jaleco Megasystem 32 RAM Sizes / Widths as per >> the notes from Charles MacDonald. There should be no visible changes >> but it at least documents the correct mirrors instead of them being >> guessed from game behavior. |
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