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-rw-r--r--src/mame/drivers/spectrum.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/mame/drivers/spectrum.cpp b/src/mame/drivers/spectrum.cpp
index c42d52985e7..d2958032bf0 100644
--- a/src/mame/drivers/spectrum.cpp
+++ b/src/mame/drivers/spectrum.cpp
@@ -449,26 +449,26 @@ READ8_MEMBER(spectrum_state::spectrum_port_fe_r)
READ8_MEMBER(spectrum_state::spectrum_port_ula_r)
{
// known ports used for reading floating bus are:
- // 0x28ff Arkanoid, Cobra, Renegade, Short Circuit, Terra Cresta
+ // 0x28ff Arkanoid, Cobra, Renegade, Short Circuit, Terra Cresta
// 0x40ff Sidewize
-
+
// note, these games clash with Beta disk (status reg is R:xxff)
offset |= 1;
//logerror("fb: %04x\n", offset);
-
+
// Arkanoid, Cobra, Renegade, Short Circuit, Terra Cresta
if (offset == 0x28ff)
return floating_bus_r();
-
+
// Sidewize
if (offset == 0x40ff)
return floating_bus_r();
-
+
// Pass through to expansion device if present
if (m_exp->get_card_device())
return m_exp->iorq_r(offset);
-
+
return floating_bus_r();
}
@@ -525,7 +525,7 @@ uint8_t spectrum_state::floating_bus_r()
* It seems this trick was found quite late in the life of the original Sinclair models,
* then found not to work properly on the later Amstrad models, so was mostly abandoned by devs.
* This means most games that use it were released in a relatively small window of mid-late 1986.
- *
+ *
* known games:
* Arkanoid
* Cobra
@@ -538,17 +538,17 @@ uint8_t spectrum_state::floating_bus_r()
*
* Note, some were later re-released as "fixed" +2A compatible versions with the floating bus code removed (Arkanoid, Cobra, others?).
*/
-
+
uint8_t data = 0xff;
int hpos = m_screen->hpos();
int vpos = m_screen->vpos();
-
+
// peek into attribute ram when beam is in display area
// ula always returns ff when in border area (or h/vblank)
-
+
if ((hpos >= 48 && hpos < 304) && (vpos >= 48 && vpos < 240))
data = m_video_ram[0x1800 + (((vpos-48)/8)*32) + ((hpos-48)/8)];
-
+
return data;
}