> It does seem to be correct in an earlier version I am using on my PSP (although > colours are wrong).
I'm guessing it broke in 0.69. Not sure why I'm credited for this as at most I would have cleaned up the submission to current MAME standards at the time. Usually submissions from Japanese developers over such things were trusted as it was thought they were verified from hardware due to easier access.
- 0.69: Satoshi Suzuki and David Haywood fixed sprite priority in Darwin 4078 and converted the driver to use tilemaps.
- 18th May 2003: Satoshi Suzuki re-submitted the Darwin 4078 priority fix.
I have to say that while the code could be improved to modern standards (single sprite pass) the logic actually looks sound, and there are a number of other things that look like they should go under the tilemap that are appearing above the tilemap on the PCB. Are we sure it's not just a fault with the priority not working properly on the PCB? There seems to be absolutely no reason to set the priority bits in these scenarios unless it is to place sprites under the tilemap.
Maybe there was a factory wire-mod to the PCB that has been lost? or a broken trace somewhere causing the priority bit to not take effect on the board? My gut feeling is that it's the PCB that's exhibiting the wrong behavior, but I can find other examples that show the same (although they could be from old MAME) hence why I'm wondering if it was meant to be a wire-mod that people have removed or something.