trunk/src/mame/drivers/coolridr.c
| r21415 | r21416 | |
| 1576 | 1576 | if ((data & 0xff000000) != 0xac000000) |
| 1577 | 1577 | printf("blitter mode set without upper bits equal 0xac000000\n"); |
| 1578 | 1578 | |
| 1579 | | // nor this |
| 1579 | // i've seen this triggered once or twice |
| 1580 | // might be there are more z-bits, or it's just overflowing when there are too many sprites |
| 1580 | 1581 | if (data & 0x0000f000) |
| 1581 | 1582 | printf("blitter mode with mask 0x0000f000\n"); |
| 1582 | 1583 | |
| r21415 | r21416 | |
| 1646 | 1647 | { |
| 1647 | 1648 | //printf("blit mode %02x %02x %08x\n", m_blitterMode, m_blitterSerialCount, data); |
| 1648 | 1649 | m_blitterSerialCount++; |
| 1650 | |
| 1651 | //blit mode 10 00 00000003 |
| 1652 | //blit mode 10 01 00000002 |
| 1653 | //blit mode 10 02 00007b20 << this is the palette base for the sprites |
| 1654 | //blit mode 10 00 00000002 |
| 1655 | //blit mode 10 01 00000001 |
| 1656 | //blit mode 10 02 00040204 |
| 1657 | //blit mode 10 03 00000000 |
| 1658 | |
| 1649 | 1659 | } |
| 1650 | 1660 | else if (m_blitterMode == 0xe0) // when going into game (in units of 0x10 writes) |
| 1651 | 1661 | { |