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-rw-r--r--src/mame/drivers/legionna.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mame/drivers/legionna.cpp b/src/mame/drivers/legionna.cpp
index b52b243f60c..456ad6ce03b 100644
--- a/src/mame/drivers/legionna.cpp
+++ b/src/mame/drivers/legionna.cpp
@@ -270,8 +270,8 @@ void legionna_state::godzilla_map(address_map &map)
map(0x106800, 0x106fff).ram();
map(0x107000, 0x107fff).ram(); /*Ani-DSP ram*/
map(0x108000, 0x11ffff).ram();
-// map(0xff0000, 0xffffff).ram(); // game reads here at Biollante stage in story mode (i.e. when Super X starts shooting).
- // Development leftover/coding bug? Game doesn't seem to care at all anyway.
+// map(0xff0000, 0xffffff).ram(); // game reads here at Biollante stage in story mode (i.e. when Super X starts shooting).
+ // Development leftover/coding bug? Game doesn't seem to care at all anyway.
}
// additional z80 i/o port, present only in Godzilla (512KB OKI ROM vs 256KB)
@@ -290,7 +290,7 @@ void legionna_state::godzilla_sound_io_map(address_map &map)
map(0x00, 0x00).w(this, FUNC(legionna_state::godzilla_oki_bank_w));
}
-// Denjin Makai: Looks like they specifically swapped address line A1 in this range?
+// Denjin Makai: Looks like they specifically swapped address line A1 in this range?
// Initially thought it was a palette DMA mode 4 but it doesn't apply for Godzilla, causing color bugs in the background tilemap.
WRITE16_MEMBER(legionna_state::palette_swap_w)
{