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cps modernisation part 3
This commit is contained in:
parent
1256053139
commit
d73143c836
2 changed files with 96 additions and 107 deletions
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@ -65,47 +65,39 @@ None of this is hooked up currently due to issues with row scroll on the scroll2
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#include "sound/okim6295.h"
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static WRITE16_HANDLER( fcrash_soundlatch_w )
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WRITE16_MEMBER( cps_state::fcrash_soundlatch_w )
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{
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cps_state *state = space.machine().driver_data<cps_state>();
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if (ACCESSING_BITS_0_7)
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{
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state->soundlatch_byte_w(space, 0, data & 0xff);
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state->m_audiocpu->set_input_line(0, HOLD_LINE);
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soundlatch_byte_w(space, 0, data & 0xff);
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m_audiocpu->set_input_line(0, HOLD_LINE);
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}
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}
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WRITE16_MEMBER(cps_state::cawingbl_soundlatch_w)
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{
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cps_state *state = space.machine().driver_data<cps_state>();
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if (ACCESSING_BITS_8_15)
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{
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state->soundlatch_byte_w(space, 0, data >> 8);
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state->m_audiocpu->set_input_line(0, HOLD_LINE);
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soundlatch_byte_w(space, 0, data >> 8);
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m_audiocpu->set_input_line(0, HOLD_LINE);
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machine().scheduler().boost_interleave(attotime::zero, attotime::from_usec(50)); /* boost the interleave or some voices get dropped */
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}
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}
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static WRITE8_HANDLER( fcrash_snd_bankswitch_w )
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WRITE8_MEMBER( cps_state::fcrash_snd_bankswitch_w )
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{
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cps_state *state = space.machine().driver_data<cps_state>();
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m_msm_1->set_output_gain(0, (data & 0x08) ? 0.0 : 1.0);
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m_msm_2->set_output_gain(0, (data & 0x10) ? 0.0 : 1.0);
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state->m_msm_1->set_output_gain(0, (data & 0x08) ? 0.0 : 1.0);
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state->m_msm_2->set_output_gain(0, (data & 0x10) ? 0.0 : 1.0);
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state->membank("bank1")->set_entry(data & 0x07);
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membank("bank1")->set_entry(data & 0x07);
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}
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static WRITE8_HANDLER( sf2mdt_snd_bankswitch_w )
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WRITE8_MEMBER( cps_state::sf2mdt_snd_bankswitch_w )
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{
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cps_state *state = space.machine().driver_data<cps_state>();
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m_msm_1->set_output_gain(0, (data & 0x20) ? 0.0 : 1.0);
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m_msm_2->set_output_gain(0, (data & 0x10) ? 0.0 : 1.0);
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state->m_msm_1->set_output_gain(0, (data & 0x20) ? 0.0 : 1.0);
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state->m_msm_2->set_output_gain(0, (data & 0x10) ? 0.0 : 1.0);
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state->membank("bank1")->set_entry(data & 0x07);
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membank("bank1")->set_entry(data & 0x07);
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}
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static void m5205_int1( device_t *device )
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@ -129,16 +121,15 @@ static void m5205_int2( device_t *device )
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}
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static WRITE8_HANDLER( fcrash_msm5205_0_data_w )
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WRITE8_MEMBER( cps_state::fcrash_msm5205_0_data_w )
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{
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cps_state *state = space.machine().driver_data<cps_state>();
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state->m_sample_buffer1 = data;
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m_sample_buffer1 = data;
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}
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static WRITE8_HANDLER( fcrash_msm5205_1_data_w )
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WRITE8_MEMBER( cps_state::fcrash_msm5205_1_data_w )
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{
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cps_state *state = space.machine().driver_data<cps_state>();
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state->m_sample_buffer2 = data;
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m_sample_buffer2 = data;
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}
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/* not verified */
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@ -146,85 +137,82 @@ static WRITE8_HANDLER( fcrash_msm5205_1_data_w )
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WRITE16_MEMBER(cps_state::kodb_layer_w)
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{
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cps_state *state = space.machine().driver_data<cps_state>();
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/* layer enable and mask 1&2 registers are written here - passing them to m_cps_b_regs for now for drawing routines */
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if (offset == 0x06)
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state->m_cps_b_regs[m_layer_enable_reg / 2] = data;
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m_cps_b_regs[m_layer_enable_reg / 2] = data;
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else
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if (offset == 0x10)
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state->m_cps_b_regs[state->m_layer_mask_reg[1] / 2] = data;
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m_cps_b_regs[m_layer_mask_reg[1] / 2] = data;
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else
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if (offset == 0x11)
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state->m_cps_b_regs[state->m_layer_mask_reg[2] / 2] = data;
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m_cps_b_regs[m_layer_mask_reg[2] / 2] = data;
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}
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WRITE16_MEMBER(cps_state::sf2mdt_layer_w)
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{
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cps_state *state = space.machine().driver_data<cps_state>();
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/* layer enable and scroll registers are written here - passing them to m_cps_b_regs and m_cps_a_regs for now for drawing routines
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the scroll layers aren't buttery smooth, due to the lack of using the row scroll address tables in the rendering code, this is also
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supported by the fact that the game doesn't write the table address anywhere */
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if (offset == 0x0086)
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state->m_cps_a_regs[0x14 / 2] = data + 0xffce; /* scroll 3x */
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m_cps_a_regs[0x14 / 2] = data + 0xffce; /* scroll 3x */
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else
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if (offset == 0x0087)
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state->m_cps_a_regs[0x16 / 2] = data; /* scroll 3y */
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m_cps_a_regs[0x16 / 2] = data; /* scroll 3y */
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else
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if (offset == 0x0088)
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state->m_cps_a_regs[0x10 / 2] = data + 0xffce; /* scroll 2x */
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m_cps_a_regs[0x10 / 2] = data + 0xffce; /* scroll 2x */
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else
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if (offset == 0x0089)
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state->m_cps_a_regs[0x0c / 2] = data + 0xffca; /* scroll 1x */
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m_cps_a_regs[0x0c / 2] = data + 0xffca; /* scroll 1x */
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else
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if (offset == 0x008a)
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{
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m_cps_a_regs[0x12 / 2] = data; /* scroll 2y */
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m_cps_a_regs[CPS1_ROWSCROLL_OFFS] = data; /* row scroll start */
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}
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else
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if (offset == 0x008a) {
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state->m_cps_a_regs[0x12 / 2] = data; /* scroll 2y */
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state->m_cps_a_regs[CPS1_ROWSCROLL_OFFS] = data; /* row scroll start */
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} else
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if (offset == 0x008b)
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state->m_cps_a_regs[0x0e / 2] = data; /* scroll 1y */
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m_cps_a_regs[0x0e / 2] = data; /* scroll 1y */
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else
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if (offset == 0x00a6)
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state->m_cps_b_regs[m_layer_enable_reg / 2] = data;
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m_cps_b_regs[m_layer_enable_reg / 2] = data;
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}
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WRITE16_MEMBER(cps_state::sf2mdta_layer_w)
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{
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cps_state *state = space.machine().driver_data<cps_state>();
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/* layer enable and scroll registers are written here - passing them to m_cps_b_regs and m_cps_a_regs for now for drawing routines
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the scroll layers aren't buttery smooth, due to the lack of using the row scroll address tables in the rendering code, this is also
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supported by the fact that the game doesn't write the table address anywhere */
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if (offset == 0x0086)
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state->m_cps_a_regs[0x0c / 2] = data + 0xffbe; /* scroll 1x */
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m_cps_a_regs[0x0c / 2] = data + 0xffbe; /* scroll 1x */
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else
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if (offset == 0x0087)
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state->m_cps_a_regs[0x0e / 2] = data; /* scroll 1y */
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m_cps_a_regs[0x0e / 2] = data; /* scroll 1y */
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else
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if (offset == 0x0088)
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state->m_cps_a_regs[0x14 / 2] = data + 0xffce; /* scroll 3x */
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m_cps_a_regs[0x14 / 2] = data + 0xffce; /* scroll 3x */
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else
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if (offset == 0x0089)
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{
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m_cps_a_regs[0x12 / 2] = data; /* scroll 2y */
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m_cps_a_regs[CPS1_ROWSCROLL_OFFS] = data; /* row scroll start */
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}
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else
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if (offset == 0x0089) {
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state->m_cps_a_regs[0x12 / 2] = data; /* scroll 2y */
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state->m_cps_a_regs[CPS1_ROWSCROLL_OFFS] = data; /* row scroll start */
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} else
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if (offset == 0x008a)
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state->m_cps_a_regs[0x10 / 2] = data + 0xffce; /* scroll 2x */
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m_cps_a_regs[0x10 / 2] = data + 0xffce; /* scroll 2x */
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else
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if (offset == 0x008b)
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state->m_cps_a_regs[0x16 / 2] = data; /* scroll 3y */
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m_cps_a_regs[0x16 / 2] = data; /* scroll 3y */
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else
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if (offset == 0x00a6)
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state->m_cps_b_regs[m_layer_enable_reg / 2] = data;
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m_cps_b_regs[m_layer_enable_reg / 2] = data;
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}
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static void fcrash_update_transmasks( running_machine &machine )
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void cps_state::fcrash_update_transmasks()
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{
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cps_state *state = machine.driver_data<cps_state>();
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int i;
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for (i = 0; i < 4; i++)
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@ -232,39 +220,36 @@ static void fcrash_update_transmasks( running_machine &machine )
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int mask;
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/* Get transparency registers */
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if (state->m_layer_mask_reg[i])
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mask = state->m_cps_b_regs[state->m_layer_mask_reg[i] / 2] ^ 0xffff;
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if (m_layer_mask_reg[i])
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mask = m_cps_b_regs[m_layer_mask_reg[i] / 2] ^ 0xffff;
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else
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mask = 0xffff; /* completely transparent if priority masks not defined (mercs, qad) */
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state->m_bg_tilemap[0]->set_transmask(i, mask, 0x8000);
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state->m_bg_tilemap[1]->set_transmask(i, mask, 0x8000);
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state->m_bg_tilemap[2]->set_transmask(i, mask, 0x8000);
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m_bg_tilemap[0]->set_transmask(i, mask, 0x8000);
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m_bg_tilemap[1]->set_transmask(i, mask, 0x8000);
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m_bg_tilemap[2]->set_transmask(i, mask, 0x8000);
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}
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}
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static void fcrash_render_sprites( running_machine &machine, bitmap_ind16 &bitmap, const rectangle &cliprect )
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void cps_state::fcrash_render_sprites( bitmap_ind16 &bitmap, const rectangle &cliprect )
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{
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cps_state *state = machine.driver_data<cps_state>();
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int pos;
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int base = state->m_sprite_base / 2;
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int num_sprites = machine.gfx[2]->elements();
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int base = m_sprite_base / 2;
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int num_sprites = machine().gfx[2]->elements();
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int last_sprite_offset = 0x1ffc;
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UINT16 *sprite_ram = state->m_gfxram;
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UINT16 *sprite_ram = m_gfxram;
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// sprite base registers need hooking up properly.. on fcrash it is NOT cps1_cps_a_regs[0]
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// on kodb, it might still be, unless that's just a leftover and it writes somewhere else too
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// if (state->m_cps_a_regs[0] & 0x00ff) base = 0x10c8/2;
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// printf("cps1_cps_a_regs %04x\n", state->m_cps_a_regs[0]);
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// if (m_cps_a_regs[0] & 0x00ff) base = 0x10c8/2;
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// printf("cps1_cps_a_regs %04x\n", m_cps_a_regs[0]);
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/* if we have separate sprite ram, use it */
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if (state->m_bootleg_sprite_ram) sprite_ram = state->m_bootleg_sprite_ram;
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if (m_bootleg_sprite_ram) sprite_ram = m_bootleg_sprite_ram;
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/* get end of sprite list marker */
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for (pos = 0x1ffc - base; pos >= 0x0000; pos -= 4)
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{
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if (sprite_ram[base + pos - 1] == state->m_sprite_list_end_marker) last_sprite_offset = pos;
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}
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if (sprite_ram[base + pos - 1] == m_sprite_list_end_marker) last_sprite_offset = pos;
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for (pos = last_sprite_offset; pos >= 0x0000; pos -= 4)
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{
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@ -282,34 +267,29 @@ static void fcrash_render_sprites( running_machine &machine, bitmap_ind16 &bitma
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flipy = sprite_ram[base + pos + 1] & 0x40;
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colour = sprite_ram[base + pos + 1] & 0x1f;
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ypos = 256 - ypos;
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xpos += state->m_sprite_x_offset;
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pdrawgfx_transpen(bitmap, cliprect, machine.gfx[2], tileno, colour, flipx, flipy, xpos + 49, ypos - 16, machine.priority_bitmap, 0x02, 15);
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xpos += m_sprite_x_offset;
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pdrawgfx_transpen(bitmap, cliprect, machine().gfx[2], tileno, colour, flipx, flipy, xpos + 49, ypos - 16, machine().priority_bitmap, 0x02, 15);
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}
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}
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static void fcrash_render_layer( running_machine &machine, bitmap_ind16 &bitmap, const rectangle &cliprect, int layer, int primask )
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void cps_state::fcrash_render_layer( bitmap_ind16 &bitmap, const rectangle &cliprect, int layer, int primask )
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{
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cps_state *state = machine.driver_data<cps_state>();
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switch (layer)
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{
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case 0:
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fcrash_render_sprites(machine, bitmap, cliprect);
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fcrash_render_sprites(bitmap, cliprect);
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break;
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case 1:
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case 2:
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case 3:
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state->m_bg_tilemap[layer - 1]->draw(bitmap, cliprect, TILEMAP_DRAW_LAYER1, primask);
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m_bg_tilemap[layer - 1]->draw(bitmap, cliprect, TILEMAP_DRAW_LAYER1, primask);
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break;
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}
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}
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static void fcrash_render_high_layer( running_machine &machine, bitmap_ind16 &bitmap, const rectangle &cliprect, int layer )
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void cps_state::fcrash_render_high_layer( bitmap_ind16 &bitmap, const rectangle &cliprect, int layer )
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{
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cps_state *state = machine.driver_data<cps_state>();
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bitmap_ind16 dummy_bitmap;
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switch (layer)
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@ -320,22 +300,21 @@ static void fcrash_render_high_layer( running_machine &machine, bitmap_ind16 &bi
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case 1:
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case 2:
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case 3:
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state->m_bg_tilemap[layer - 1]->draw(dummy_bitmap, cliprect, TILEMAP_DRAW_LAYER0, 1);
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m_bg_tilemap[layer - 1]->draw(dummy_bitmap, cliprect, TILEMAP_DRAW_LAYER0, 1);
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break;
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}
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}
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static void fcrash_build_palette( running_machine &machine )
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void cps_state::fcrash_build_palette()
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{
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cps_state *state = machine.driver_data<cps_state>();
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int offset;
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// all the bootlegs seem to write the palette offset as usual
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int palettebase = (state->m_cps_a_regs[0x0a / 2] << 8) & 0x1ffff;
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int palettebase = (m_cps_a_regs[0x0a / 2] << 8) & 0x1ffff;
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for (offset = 0; offset < 32 * 6 * 16; offset++)
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{
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int palette = state->m_gfxram[palettebase / 2 + offset];
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int palette = m_gfxram[palettebase / 2 + offset];
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int r, g, b, bright;
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// from my understanding of the schematics, when the 'brightness'
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@ -347,7 +326,7 @@ static void fcrash_build_palette( running_machine &machine )
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g = ((palette >> 4) & 0x0f) * 0x11 * bright / 0x2d;
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b = ((palette >> 0) & 0x0f) * 0x11 * bright / 0x2d;
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palette_set_color (machine, offset, MAKE_RGB(r, g, b));
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palette_set_color (machine(), offset, MAKE_RGB(r, g, b));
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}
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}
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@ -364,9 +343,9 @@ UINT32 cps_state::screen_update_fcrash(screen_device &screen, bitmap_ind16 &bitm
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cps1_get_video_base();
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/* Build palette */
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fcrash_build_palette(machine());
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fcrash_build_palette();
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fcrash_update_transmasks(machine());
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fcrash_update_transmasks();
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m_bg_tilemap[0]->set_scrollx(0, m_scroll1x - m_layer_scroll1x_offset);
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m_bg_tilemap[0]->set_scrolly(0, m_scroll1y);
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@ -409,22 +388,22 @@ UINT32 cps_state::screen_update_fcrash(screen_device &screen, bitmap_ind16 &bitm
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l2 = (layercontrol >> 0x0a) & 03;
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l3 = (layercontrol >> 0x0c) & 03;
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fcrash_render_layer(machine(), bitmap, cliprect, l0, 0);
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fcrash_render_layer(bitmap, cliprect, l0, 0);
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if (l1 == 0)
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fcrash_render_high_layer(machine(), bitmap, cliprect, l0);
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fcrash_render_high_layer(bitmap, cliprect, l0);
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fcrash_render_layer(machine(), bitmap, cliprect, l1, 0);
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fcrash_render_layer(bitmap, cliprect, l1, 0);
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if (l2 == 0)
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fcrash_render_high_layer(machine(), bitmap, cliprect, l1);
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fcrash_render_high_layer(bitmap, cliprect, l1);
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fcrash_render_layer(machine(), bitmap, cliprect, l2, 0);
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fcrash_render_layer(bitmap, cliprect, l2, 0);
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if (l3 == 0)
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fcrash_render_high_layer(machine(), bitmap, cliprect, l2);
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fcrash_render_high_layer(bitmap, cliprect, l2);
|
||||
|
||||
fcrash_render_layer(machine(), bitmap, cliprect, l3, 0);
|
||||
fcrash_render_layer(bitmap, cliprect, l3, 0);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -436,7 +415,7 @@ static ADDRESS_MAP_START( fcrash_map, AS_PROGRAM, 16, cps_state )
|
|||
AM_RANGE(0x800100, 0x80013f) AM_RAM AM_SHARE("cps_a_regs") /* CPS-A custom */
|
||||
AM_RANGE(0x800140, 0x80017f) AM_RAM AM_SHARE("cps_b_regs") /* CPS-B custom */
|
||||
AM_RANGE(0x880000, 0x880001) AM_READ_PORT("IN1") /* Player input ports */
|
||||
AM_RANGE(0x880006, 0x880007) AM_WRITE_LEGACY(fcrash_soundlatch_w) /* Sound command */
|
||||
AM_RANGE(0x880006, 0x880007) AM_WRITE(fcrash_soundlatch_w) /* Sound command */
|
||||
AM_RANGE(0x880008, 0x88000f) AM_READ(cps1_dsw_r) /* System input ports / Dip Switches */
|
||||
AM_RANGE(0x890000, 0x890001) AM_WRITENOP // palette related?
|
||||
AM_RANGE(0x900000, 0x92ffff) AM_RAM_WRITE(cps1_gfxram_w) AM_SHARE("gfxram")
|
||||
|
@ -449,10 +428,10 @@ static ADDRESS_MAP_START( sound_map, AS_PROGRAM, 8, cps_state )
|
|||
AM_RANGE(0xd000, 0xd7ff) AM_RAM
|
||||
AM_RANGE(0xd800, 0xd801) AM_DEVREADWRITE_LEGACY("ym1", ym2203_r, ym2203_w)
|
||||
AM_RANGE(0xdc00, 0xdc01) AM_DEVREADWRITE_LEGACY("ym2", ym2203_r, ym2203_w)
|
||||
AM_RANGE(0xe000, 0xe000) AM_WRITE_LEGACY(fcrash_snd_bankswitch_w)
|
||||
AM_RANGE(0xe000, 0xe000) AM_WRITE(fcrash_snd_bankswitch_w)
|
||||
AM_RANGE(0xe400, 0xe400) AM_READ(soundlatch_byte_r)
|
||||
AM_RANGE(0xe800, 0xe800) AM_WRITE_LEGACY(fcrash_msm5205_0_data_w)
|
||||
AM_RANGE(0xec00, 0xec00) AM_WRITE_LEGACY(fcrash_msm5205_1_data_w)
|
||||
AM_RANGE(0xe800, 0xe800) AM_WRITE(fcrash_msm5205_0_data_w)
|
||||
AM_RANGE(0xec00, 0xec00) AM_WRITE(fcrash_msm5205_1_data_w)
|
||||
ADDRESS_MAP_END
|
||||
|
||||
static ADDRESS_MAP_START( kodb_sound_map, AS_PROGRAM, 8, cps_state )
|
||||
|
@ -470,9 +449,9 @@ static ADDRESS_MAP_START( sf2mdt_z80map, AS_PROGRAM, 8, cps_state )
|
|||
AM_RANGE(0xd000, 0xd7ff) AM_RAM
|
||||
AM_RANGE(0xd800, 0xd801) AM_DEVREADWRITE("2151", ym2151_device, read, write)
|
||||
AM_RANGE(0xdc00, 0xdc00) AM_READ(soundlatch_byte_r)
|
||||
AM_RANGE(0xe000, 0xe000) AM_WRITE_LEGACY(sf2mdt_snd_bankswitch_w)
|
||||
AM_RANGE(0xe400, 0xe400) AM_WRITE_LEGACY(fcrash_msm5205_0_data_w)
|
||||
AM_RANGE(0xe800, 0xe800) AM_WRITE_LEGACY(fcrash_msm5205_1_data_w)
|
||||
AM_RANGE(0xe000, 0xe000) AM_WRITE(sf2mdt_snd_bankswitch_w)
|
||||
AM_RANGE(0xe400, 0xe400) AM_WRITE(fcrash_msm5205_0_data_w)
|
||||
AM_RANGE(0xe800, 0xe800) AM_WRITE(fcrash_msm5205_1_data_w)
|
||||
ADDRESS_MAP_END
|
||||
|
||||
|
||||
|
|
|
@ -256,7 +256,17 @@ public:
|
|||
DECLARE_WRITE16_MEMBER(cawingbl_soundlatch_w);
|
||||
DECLARE_WRITE16_MEMBER(sf2mdt_layer_w);
|
||||
DECLARE_WRITE16_MEMBER(sf2mdta_layer_w);
|
||||
DECLARE_WRITE16_MEMBER(fcrash_soundlatch_w);
|
||||
DECLARE_WRITE8_MEMBER(fcrash_snd_bankswitch_w);
|
||||
DECLARE_WRITE8_MEMBER(sf2mdt_snd_bankswitch_w);
|
||||
DECLARE_WRITE8_MEMBER(fcrash_msm5205_0_data_w);
|
||||
DECLARE_WRITE8_MEMBER(fcrash_msm5205_1_data_w);
|
||||
UINT32 screen_update_fcrash(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect);
|
||||
void fcrash_update_transmasks();
|
||||
void fcrash_render_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect);
|
||||
void fcrash_render_layer(bitmap_ind16 &bitmap, const rectangle &cliprect, int layer, int primask);
|
||||
void fcrash_render_high_layer(bitmap_ind16 &bitmap, const rectangle &cliprect, int layer);
|
||||
void fcrash_build_palette();
|
||||
|
||||
|
||||
/* cps video */
|
||||
|
|
Loading…
Reference in a new issue