PsikyoFan wrote:namcos2? I don't see _any_ buffering mechanism in MAME code. The game writes to ram that namcos2_draw_sprites() works with directly. If there is, it must be internal to the game code.
That's exactly what I feared, thanks for the confirmation
DO you know if it's the same for the neogeo driver?
PsikyoFan wrote:namcos2? I don't see _any_ buffering mechanism in MAME code. The game writes to ram that namcos2_draw_sprites() works with directly. If there is, it must be internal to the game code.
That's exactly what I feared, thanks for the confirmation
DO you know if it's the same for the neogeo driver?
Looks that way to me. There's a comment in there saying "double check the Y coordinate, in case somebody modified the sprite coordinate since we buffered it", but it looks like this is referring to a scanline delay (Neo Geo sprite system is based on dual linebuffers) rather than a frame delay.
PsikyoFan wrote:namcos2? I don't see _any_ buffering mechanism in MAME code. The game writes to ram that namcos2_draw_sprites() works with directly. If there is, it must be internal to the game code.
That's exactly what I feared, thanks for the confirmation
DO you know if it's the same for the neogeo driver?
Looks that way to me. There's a comment in there saying "double check the Y coordinate, in case somebody modified the sprite coordinate since we buffered it", but it looks like this is referring to a scanline delay (Neo Geo sprite system is based on dual linebuffers) rather than a frame delay.