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r35138 Friday 20th February, 2015 at 00:44:11 UTC by Angelo Salese
VIDEO_UPDATE_AFTER_VBLANK + SCREEN_RAW_PARAMS = fail
VIDEO_UPDATE_BEFORE_VBLANK + SCREEN_RAW_PARAMS = ok!
[3rdparty/sqlite3]sqlite3.c
[src/mame/drivers]raiden2.c

trunk/3rdparty/sqlite3/sqlite3.c
r243649r243650
2591925919  const char *zPath,              /* File path associated with error */
2592025920  int iLine                       /* Source line number where error occurred */
2592125921){
25922  const char *zErr;                     /* Message from strerror() or equivalent */
25922  char *zErr;                     /* Message from strerror() or equivalent */
2592325923  int iErrno = errno;             /* Saved syscall error number */
2592425924
2592525925  /* If this is not a threadsafe build (SQLITE_THREADSAFE==0), then use
trunk/src/mame/drivers/raiden2.c
r243649r243650
1// license:?
1// license:? (pending decision)
22// copyright-holders:Olivier Galibert, Angelo Salese, David Haywood, Tomasz Slanina
33/********************************************************************************************************
44
55    Seibu Protected 1993-94 era hardware, V30 based (sequel to the 68k based hardware)
6    TODO: figure out the rest of the protection
7    TODO: Zero Team presumably needs additive blending on the character screen
86
9    TODO:
10    - Zero Team currently crashes due of an unknown check with collision detection.
11    Additionally:
12    8E377: C7 06 00 05 80 A9         mov     word ptr [500h],0A980h
13    8E37D: C7 06 00 05 00 B9         mov     word ptr [500h],0B900h
14    8E383: F7 06 88 05 FF FF         test    word ptr [588h],0FFFFh ;checks unknown collision detection port with 0xffff?
15    8E389: 75 0A                     bne     8E395h
7   TODO:
8   * zeroteam - sort-DMA doesn't seem to work too well, sprite-sprite priorities are broken as per now
169
10   * xsedae - it does an "8-liner"-style scroll during attract, doesn't work too well.
11
12   * sprite chip is the same as seibuspi.c and feversoc.c, needs device-ification and merging.
13
14   * sprite chip also uses first entry for "something" that isn't sprite, some of them looks clipping
15     regions (150 - ff in zeroteam, 150 - 0 and 150 - 80 in raiden2). Latter probably do double buffering
16     on odd/even frames, by updating only top or bottom part of screen.
17
1718===========================================================================================================
1819
1920raiden 2 board test note 17/04/08 (based on test by dox)
r243649r243650
2425  value of 0x80 puts 0x00000-0x1ffff at 0x20000 - 0x3ffff
2526  value of 0x00 puts 0x20000-0x3ffff at 0x20000 - 0x3ffff
2627
27===
2828
2929===========================================================================================================
3030
r243649r243650
130130
131131 The games in legionna.c use (almost?) the same protection chips.
132132
133Current Problem(s) - in order of priority
134
135 High Priority
136
137 Protection
138 - zeroteam has bogus collision detection;
139 - raiden2 has a weird movement after that the ship completes animation from the aircraft. Probably 42c2 should be floating point rounded ...
140 - (and probably more)
141
142 Unemulated 0-0x3ffff ROM banking for raidendx, but it's unknown if/where it's used (hopefully NOT on getting perfect on Alpha course).
143
144 zeroteam - sort-DMA doesn't seem to work too well, sprite-sprite priorities are broken as per now
145
146 xsedae - do an "8-liner"-style scroll during attract, doesn't work too well.
147
148 sprite chip is the same as seibuspi.c and feversoc.c, needs device-ification and merging.
149
150 sprite chip also uses first entry for "something" that isn't sprite, some of them looks clipping
151 regions (150 - ff in zeroteam, 150 - 0 and 150 - 80 in raiden2). Latter probably do double buffering
152 on odd/even frames, by updating only top or bottom part of screen.
153
154 Low Priority
155
156133********************************************************************************************************/
157134
158135#include "emu.h"
r243649r243650
13671344
13681345   /* video hardware */
13691346   MCFG_SCREEN_ADD("screen", RASTER)
1370   MCFG_SCREEN_VIDEO_ATTRIBUTES(VIDEO_UPDATE_AFTER_VBLANK)
1371#if 1
1372   MCFG_SCREEN_REFRESH_RATE(55.47) /* verified on pcb */
1373   MCFG_SCREEN_VBLANK_TIME(ATTOSECONDS_IN_USEC(500) /* not accurate */)
1374   MCFG_SCREEN_SIZE(44*8, 34*8)
1375   MCFG_SCREEN_VISIBLE_AREA(0*8, 40*8-1, 0, 30*8-1)
1376#else // this should be correct but currently causes sprite flickering, visible from the very start of the intro
1347   MCFG_SCREEN_VIDEO_ATTRIBUTES(VIDEO_UPDATE_BEFORE_VBLANK)
13771348   MCFG_SCREEN_RAW_PARAMS(XTAL_32MHz/4,512,0,40*8,282,0,30*8) /* hand-tuned to match ~55.47 */
1378#endif
13791349   MCFG_SCREEN_UPDATE_DRIVER(raiden2_state, screen_update_raiden2)
13801350
13811351   MCFG_GFXDECODE_ADD("gfxdecode", "palette", raiden2)


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