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-rw-r--r--src/mame/machine/deco_irq.cpp24
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"