One irq isn't really needed

This commit is contained in:
Angelo Salese 2013-07-13 17:56:59 +00:00
parent 1d7a94feb4
commit 69402e0011
2 changed files with 4 additions and 7 deletions

View File

@ -213,10 +213,10 @@ TIMER_DEVICE_CALLBACK_MEMBER(cshooter_state::cshooter_scanline)
{
int scanline = param;
if(scanline == 240) // vblank-out irq
m_maincpu->set_input_line_and_vector(0, HOLD_LINE,0xd7); /* RST 10h */
// if(scanline == 240) // presumably a SW trap, not an irq
// m_maincpu->set_input_line_and_vector(0, HOLD_LINE,0xd7); /* RST 10h */
if(scanline == 0) // vblank-in irq
if(scanline == 240) // vblank-out irq
m_maincpu->set_input_line_and_vector(0, HOLD_LINE,0xcf); /* RST 08h */
}
@ -270,7 +270,7 @@ WRITE8_MEMBER(cshooter_state::pal2_w)
int r,g,b;
m_generic_paletteram_8[offset]=data;
offset&=0x1ff;
r = m_generic_paletteram_8[offset] & 0xf;
g = m_generic_paletteram_8[offset] >> 4;
b = m_generic_paletteram_8[offset+0x200] & 0xf;

View File

@ -4,9 +4,6 @@ Raiden 2 / DX V33 Version
Temporary split from raiden2.c, it'll be re-merged at some point.
Note:
Please don't do any state machine refactoring of this.
0x430-0x433
1) appears to control where the first enemies turns, if clockwise or anticlockwise
2) ...