trunk/src/mame/video/decbac06.c
r19911 | r19912 | |
171 | 171 | m_bppmult = 0x10; |
172 | 172 | m_bppmask = 0x0f; |
173 | 173 | 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)); |
174 | 182 | } |
175 | 183 | |
176 | 184 | void deco_bac06_device::device_reset() |
trunk/src/mame/video/decbac06.h
r19911 | r19912 | |
24 | 24 | void deco_bac06_pf_draw(running_machine &machine,bitmap_ind16 &bitmap,const rectangle &cliprect,int flags,UINT16 penmask, UINT16 pencondition,UINT16 colprimask, UINT16 colpricondition); |
25 | 25 | void deco_bac06_pf_draw_bootleg(running_machine &machine,bitmap_ind16 &bitmap,const rectangle &cliprect,int flags, int mode, int type); |
26 | 26 | |
| 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 | */ |
27 | 40 | UINT8 get_flip_state(void) { return pf_control_0[0]&0x80; }; |
| 41 | |
| 42 | |
28 | 43 | void set_colmask(int data) { m_gfxcolmask = data; } |
29 | 44 | void set_bppmultmask( int mult, int mask ) { m_bppmult = mult; m_bppmask = mask; } // stadium hero has 3bpp tiles |
30 | 45 | UINT8 m_gfxcolmask; |