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r19912 Saturday 29th December, 2012 at 00:12:11 UTC by David Haywood
decbac06 - save ram properly, added a note about flipscreen behavior as a reminder for reimplementing flips on some of these games later (nw)
[src/mame/video]decbac06.c decbac06.h

trunk/src/mame/video/decbac06.c
r19911r19912
171171   m_bppmult = 0x10;
172172   m_bppmask = 0x0f;
173173   m_rambank = 0;
174
175   save_pointer(NAME(pf_data), 0x4000/2);
176   save_pointer(NAME(pf_rowscroll), 0x2000/2);
177   save_pointer(NAME(pf_colscroll), 0x2000/2);
178   save_pointer(NAME(pf_control_0), 8);
179   save_pointer(NAME(pf_control_1), 8);
180
181   save_item(NAME(m_rambank));
174182}
175183
176184void deco_bac06_device::device_reset()
trunk/src/mame/video/decbac06.h
r19911r19912
2424   void deco_bac06_pf_draw(running_machine &machine,bitmap_ind16 &bitmap,const rectangle &cliprect,int flags,UINT16 penmask, UINT16 pencondition,UINT16 colprimask, UINT16 colpricondition);
2525   void deco_bac06_pf_draw_bootleg(running_machine &machine,bitmap_ind16 &bitmap,const rectangle &cliprect,int flags, int mode, int type);
2626
27
28   /* I wonder if pf_control_0 is really registers, or a selection of pins.
29
30     For games with multiple chips typically the flip bit only gets set on one of the chips, but
31     is expected to apply to both (and often the sprites as well?)
32     
33     Furthermore we have the m_rambank thing used by Stadium Hero which appears to be used to
34     control the upper address line on some external RAM even if it gets written to the control_0
35     area
36
37     For now we have this get_flip_state function so that drivers can query the bit and set other
38     flip flags accordingly
39   */
2740   UINT8 get_flip_state(void) { return pf_control_0[0]&0x80; };
41
42
2843   void set_colmask(int data) { m_gfxcolmask = data; }
2944   void set_bppmultmask( int mult, int mask ) { m_bppmult = mult; m_bppmask = mask; } // stadium hero has 3bpp tiles
3045   UINT8 m_gfxcolmask;

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