diff options
Diffstat (limited to 'src/mame/machine/deco_irq.cpp')
-rw-r--r-- | src/mame/machine/deco_irq.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/mame/machine/deco_irq.cpp b/src/mame/machine/deco_irq.cpp index 65863df16ef..ce4bac5c0a2 100644 --- a/src/mame/machine/deco_irq.cpp +++ b/src/mame/machine/deco_irq.cpp @@ -5,20 +5,20 @@ Data East IRQ Controller TODO: - - Lightgun support is only used by Locked 'n Loaded. - irq is likely an h AND v beam trigger, game counts via raster irqs until - it finds one of these, and where gun trigger x position is the H pixel - latch. + - Lightgun support is only used by Locked 'n Loaded. + irq is likely an h AND v beam trigger, game counts via raster irqs until + it finds one of these, and where gun trigger x position is the H pixel + latch. Two problems here: - 1. (assuming being correct) default calibration looks way offset. - 2. We currently give minmax defaults to Y latches to order to avoid - making the game to crash. These limits doesn't seem very sane, - for example lower limit is / 3 the full screen height (248 / 3 = 82). - Being an highly timing dependant behaviour ARM core is probably at - fault here. + 1. (assuming being correct) default calibration looks way offset. + 2. We currently give minmax defaults to Y latches to order to avoid + making the game to crash. These limits doesn't seem very sane, + for example lower limit is / 3 the full screen height (248 / 3 = 82). + Being an highly timing dependant behaviour ARM core is probably at + fault here. - Understand if there's an additional switch for player 1 and player 2 - wrt lightgun trigger. - + wrt lightgun trigger. + ***************************************************************************/ #include "emu.h" |