If people would like to supply builds, I'd imagine most people would appreciate it

'Magic' tables? Looks like a hack to me, I'd say it works more by chance than because it's correct.trap15 wrote:I recently fixed the NMK sprite priorities in MAME. You can get the fixed src/mame/video/nmk16.c from our blog post: http://www.raidenii.net/2012/01/nmk-priority-fixes/.
If people would like to supply builds, I'd imagine most people would appreciate it
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
The proms are in the sets (at least most of them, in cases where they're missing they should be marked as such)trap15 wrote:The 'magic' table was derived from the game code itself, and I'm fairly sure it's the same in PROMs on-board. I don't have a board, and unless someone else wants to check the values on the PROMs for me, I don't think I can really change it.
If I had renamed it from magic to priority_table, would that have made it sound less hacky?
It's also not really a hack when it works and makes sense.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
If it's just a swapping of lines on the board it should be done somewhere with the BITSWAP macro tho...austere wrote:It's just a bit swap of bits 0 and 3. I know nothing about this board, but it could be done without a gate, just a twist on the traces flowing into the VDP.
Should be labelled as a bit-swap table rather than a "magic" table, however.
Speed is only a concern if it causes noteworthy issues on a system which could be considered 'current'. I can't imagine a few BITSWAP calls for each sprite causing it to be pulled below 100% even on a previous generation PCtrap15 wrote:I used a table instead because it should be a deal faster than BITSWAPping a bunch. I don't mind if you go ahead and switch it to use BITSWAP, it was just a speed concern.
by their own admission the code doesn't work for all the games, and still looks a bit suspicious, but if it works I'm not ruling it out, the whole hardware platform is a bit of a hack in the first place. Their coding style actually makes it look worse because they have the magic table duplicated in each video update, making it look like a game specific hack, when really most games have the same setup, and as discussed above it's effectively just a lineswap. It's possible the ones that it doesn't work for are using a different revision of the sprite chip, we've already seen some games don't have sprite flip support and some do.Dave_K. wrote:Yes, this is how the PCB plays. If you played Rapid Hero you'd see medals that swing left to right going behind objects in stage 3, and this fixes that as well, so I didn't understand your previous comment about the fix being game specific.