Core/burn/drv/toaplan/d_tekipaki.cpp
// This routine is called first to determine how much memory is needed (MemEnd-(UINT8 *)0),
// and then afterwards to set up all the pointers
This routine is called first to determine how much memory is needed (MemEnd-(UINT8 *)0),
and then afterwards to set up all the pointers
This routine is called first to determine how much memory is needed ( MemEnd - ( UINT8 * ) 0 ) and then afterwards to set up all the pointers
static INT32 MemIndex()
{
	UINT8 *Next; Next = Mem;
	Rom01		= Next; Next += 0x040000;		
	GP9001ROM[0]= Next; Next += nGP9001ROMSize[0];	
	RamStart	= Next;
	Ram01		= Next; Next += 0x003000;		
	RamPal		= Next; Next += 0x001000;		
	GP9001RAM[0]= Next; Next += 0x008000;		
	GP9001Reg[0]= (UINT16*)Next; Next += 0x0100 * sizeof(UINT16);
	RamEnd		= Next;
	ToaPalette	= (UINT32 *)Next; Next += nColCount * sizeof(UINT32);
	MemEnd		= Next;
	return 0;
}
static INT32 MemIndex ( ) { UINT8 * Next ; Next = Mem ; Rom01 = Next ; Next += 0x040000 ; GP9001ROM [ 0 ] = Next ; Next += nGP9001ROMSize [ 0 ] ; RamStart = Next ; Ram01 = Next ; Next += 0x003000 ; RamPal = Next ; Next += 0x001000 ; GP9001RAM [ 0 ] = Next ; Next += 0x008000 ; GP9001Reg [ 0 ] = ( UINT16 * ) Next ; Next += 0x0100 * sizeof ( UINT16 ) ; RamEnd = Next ; ToaPalette = ( UINT32 * ) Next ; Next += nColCount * sizeof ( UINT32 ) ; MemEnd = Next ; return 0 ; }
This routine is called first to determine how much memory is needed (MemEnd-(UINT8 *)0),
and then afterwards to set up all the pointers
This routine is called first to determine how much memory is needed ( MemEnd - ( UINT8 * ) 0 ) and then afterwards to set up all the pointers
// 68000 ROM // GP9001 tile data // CPU #0 work RAM // palette // Double size, as the game tests too much memory during POST