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Diffstat (limited to 'src/mame/drivers/gamemachine.cpp')
-rw-r--r--src/mame/drivers/gamemachine.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mame/drivers/gamemachine.cpp b/src/mame/drivers/gamemachine.cpp
index 5b714e1dd77..5a06a242196 100644
--- a/src/mame/drivers/gamemachine.cpp
+++ b/src/mame/drivers/gamemachine.cpp
@@ -53,8 +53,8 @@ public:
driver_device(mconfig, type, tag),
m_maincpu(*this, "maincpu"),
m_beeper(*this, "beeper"),
+ m_keypad(*this, "IN.%u", 0),
m_delay_display(*this, "delay_display_%u", 0),
- m_inp_matrix(*this, "IN.%u", 0),
m_out_digit(*this, "digit%u", 0U)
{ }
@@ -67,8 +67,8 @@ private:
// devices/pointers
required_device<cpu_device> m_maincpu;
required_device<beep_device> m_beeper;
+ required_ioport_array<10> m_keypad;
required_device_array<timer_device, 12> m_delay_display;
- required_ioport_array<10> m_inp_matrix;
output_finder<12> m_out_digit;
void main_map(address_map &map);
@@ -127,7 +127,7 @@ void tgm_state::update_display(u16 edge)
if (BIT(m_digit_select, i))
m_out_digit[i] = m_digit_data;
- // they're strobed, so on falling edge, delay them going off to prevent flicker
+ // they're strobed, so on falling edge, delay them going off to prevent flicker or stuck display
// BTANB: some digit segments get stuck after crashing in the GP game, it's not due to the simulated delay here
else if (BIT(edge, i))
m_delay_display[i]->adjust(attotime::from_msec(20), i);
@@ -173,7 +173,7 @@ READ8_MEMBER(tgm_state::input_r)
// P12,P13: multiplexed inputs
for (int i = 0; i < 10; i++)
if (m_inp_mux >> i & 1)
- data |= m_inp_matrix[i]->read();
+ data |= m_keypad[i]->read();
return data << 2;
}