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One irq isn't really needed
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@ -213,10 +213,10 @@ TIMER_DEVICE_CALLBACK_MEMBER(cshooter_state::cshooter_scanline)
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{
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int scanline = param;
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if(scanline == 240) // vblank-out irq
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m_maincpu->set_input_line_and_vector(0, HOLD_LINE,0xd7); /* RST 10h */
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// if(scanline == 240) // presumably a SW trap, not an irq
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// m_maincpu->set_input_line_and_vector(0, HOLD_LINE,0xd7); /* RST 10h */
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if(scanline == 0) // vblank-in irq
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if(scanline == 240) // vblank-out irq
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m_maincpu->set_input_line_and_vector(0, HOLD_LINE,0xcf); /* RST 08h */
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}
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@ -270,7 +270,7 @@ WRITE8_MEMBER(cshooter_state::pal2_w)
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int r,g,b;
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m_generic_paletteram_8[offset]=data;
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offset&=0x1ff;
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r = m_generic_paletteram_8[offset] & 0xf;
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g = m_generic_paletteram_8[offset] >> 4;
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b = m_generic_paletteram_8[offset+0x200] & 0xf;
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@ -4,9 +4,6 @@ Raiden 2 / DX V33 Version
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Temporary split from raiden2.c, it'll be re-merged at some point.
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Note:
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Please don't do any state machine refactoring of this.
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0x430-0x433
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1) appears to control where the first enemies turns, if clockwise or anticlockwise
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2) ...
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