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pkspirit.cpp - fix rom loading so that bitplanes are in correct order & add palette #11894

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merged 1 commit into from
Jan 3, 2024

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mamehaze
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@mamehaze mamehaze commented Jan 3, 2024

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…, add palette. no idea where attribute bits are though.
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mamehaze commented Jan 3, 2024

pokerspirit

@angelosa
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angelosa commented Jan 3, 2024

The video hookup is known to be wrong, cfr. accesses unmapped range $e80 in TMP68303F for a sprite DMA $300ff2 -> $b10000 note on top.

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mamehaze commented Jan 3, 2024

yeah maybe it's missing some dma for the attributes too then or something, at least this gets the rom loading and palette format out the way anyway.

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angelosa commented Jan 3, 2024

It's the typical Seta "World" drawing, with 4 words containing pointers to GFX structures, sizes and colors.
sprite_struct
Technically you can even fake the transfer by directly referencing the work RAM buffer instead.

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mamehaze commented Jan 3, 2024

yeah, sounds logical, so the tilemaps aren't really tilemaps, but large floating sprites, with the colour attribute in the list. Very weird to see a text layer done like that, but for these gambling games I guess they didn't really care.

I mostly just wanted to sort out the ROM load really anyway.

@mamehaze mamehaze changed the title pkspirit.cpp - fix rom loading so that bitplanes are in correct order add palette. no idea where attribute bits are though pkspirit.cpp - fix rom loading so that bitplanes are in correct order add palette Jan 3, 2024
@mamehaze mamehaze changed the title pkspirit.cpp - fix rom loading so that bitplanes are in correct order add palette pkspirit.cpp - fix rom loading so that bitplanes are in correct order & add palette Jan 3, 2024
@Osso13 Osso13 merged commit 39f2370 into mamedev:master Jan 3, 2024
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einstein95 pushed a commit to einstein95/mame that referenced this pull request Mar 2, 2024
…, add palette. no idea where attribute bits are though. (mamedev#11894)
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3 participants