play_2.cpp: Fix logic bug related to periodic interrupts

This commit is contained in:
AJR 2020-11-19 18:36:36 -05:00
parent 9b44bb07b3
commit b3c4e02d7c

View File

@ -303,7 +303,7 @@ READ_LINE_MEMBER( play_2_state::ef4_r )
void play_2_state::clockcnt_w(uint16_t data)
{
if ((data & 0x3ff) == 0)
m_4013b->preset_w(BIT(data, 10)); // Q10 output
m_4013b->preset_w(!BIT(data, 10)); // Q10 output
}
WRITE_LINE_MEMBER( play_2_state::clock2_w )
@ -364,7 +364,7 @@ void play_2_state::play_2(machine_config &config)
m_maincpu->clear_cb().set(FUNC(play_2_state::clear_r));
m_maincpu->ef1_cb().set(FUNC(play_2_state::ef1_r));
m_maincpu->ef4_cb().set(FUNC(play_2_state::ef4_r));
m_maincpu->q_cb().set(m_4013a, FUNC(ttl7474_device::clear_w));
m_maincpu->q_cb().set(m_4013a, FUNC(ttl7474_device::clear_w)).invert(); // actually active high on 4013
m_maincpu->tpb_cb().set(m_4013a, FUNC(ttl7474_device::clock_w));
m_maincpu->tpb_cb().append(m_4020, FUNC(ripple_counter_device::clock_w));