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taito/taito_f3_v.cpp: major rewrite #11811
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Co-authored-by: 12Me21 <12Me21.mc@gmail.com>
* nicer sprite data access * clean up bitmasks, x/y position reading * simplify logic, eliminate per-game hack "dariusg kludge"
very rough draft pr for tracking, not ready for review. progress may be slow until late december.
first pass forgoes optimizations in order to later debug blending behavior. when closer to ready, performance regression should be evaluated and optimization passes may be necessary.
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…e lag correct now ?
hi @TheCoolPup, thanks for finding this. it looks like playfields and sprites get disabled when set to the 'wrong' opaque mode. |
@cuavas we've rewritten 90% of the code already, it's easier at this point to switch to (consistently) k&r. |
src/mame/taito/taito_f3.h
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u16 maybe_sync_reg{0}; | ||
bool no_opaque_dest{false}; | ||
// 6200 | ||
u8 blend[4]{0}; // less 0 - 8 more |
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FYI initializing arrays like this, it will only initialize the 1st index, and fill the rest with 0. Best use {} like you did elsewhere. Same result in this specific case but less misleading.
see:
int m_array[4] { 1 };
for (int i = 0; i < 4 ; i++) printf("%d ",m_array[i]);
-> 1 0 0 0
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thanks; fixed.
If it is as you say and 90% of the file is yours (refactors don't count), then yes source code style choice is yours. Also, good time to include yourself to copyright holders. |
I don’t want it to end up with different formatting for the different Taito F3 source files, though. There’s taito_f3.cpp as well. |
thanks for the comments. i agree that having different styles across the taito f3 files should be avoided. [*] for example:
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Forgot to take screenshots but two other bugs i noticed is that in stage 4 when you are underground when you go through a subway car it doesn’t show you in it, also when you stop the missile at the end of the final stage it’s supposed to fade to white but instead it just turns black until the credits start |
@TheCoolPup: the first one was the same bug as before; the second is the 'background palette' effect (so probably not a regression). both should be fixed in the latest commit. |
if the brace formatting not matching allman in mame core really is the blocking issue here, i will change it, but i push back in the interest of reducing friction for my co-contributor and i to continue working on the driver comfortably and maintain pace, not from a place of disrespect. |
The alternative would be "go to the other end and use K&R everywhere in these files, as long as it's consistent". |
imo
All of this is non-blocking for the PR, and there are roughly two weeks for the next release. |
i think our roadmap from here is:
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y-ack, I missed this 2 weeks ago, but, seriously: congrats y-ack & 12Me21! |
yes, this is caused by the game writing sprites past the end of the sprite list and then never clearing them. |
MT#8697, MT#2527, MT#1922, MT#26, MT#2733, MT#3741, MT#2002, MT#1907, MT#7321, MT#2097, MT#1924, MT#1923, MT#8827, GH #10033
Systems promoted to working
Moriguchi Hiroko no Quiz de Hyuu!Hyuu! [ywy, 12Me21]