trunk/src/mame/video/deco_zoomspr.c
| r31064 | r31065 | |
| 4 | 4 | /* probably 186 + 187 custom chips, although there is a 145 too? */ |
| 5 | 5 | |
| 6 | 6 | // helicopter in lockload is only half drawn? (3rd attract demo) |
| 7 | | // how are we meant to mix these with the tilemaps, parts must go above / behind parts of a single 8bpp tilemap in lockload, could be more priority masking sprites we're missing / not drawing tho? |
| 7 | // how are we meant to mix these with the tilemaps, parts must go above / behind parts of tilemap '4/7' in lockload, could be more priority masking sprites we're missing / not drawing tho? |
| 8 | 8 | // dragongun also does a masking trick on the dragon during the attract intro, it should not be visible but rather cause the fire to be invisible in the shape of the dragon (see note / hack in code to enable this effect) |
| 9 | 9 | // dragongun 'waterfall' prior to one of the bosses also needs correct priority |
| 10 | 10 | |