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Diffstat (limited to 'src/mame/video/taito_f3.cpp')
-rw-r--r--src/mame/video/taito_f3.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mame/video/taito_f3.cpp b/src/mame/video/taito_f3.cpp
index 92e6d1b6284..842b02863d5 100644
--- a/src/mame/video/taito_f3.cpp
+++ b/src/mame/video/taito_f3.cpp
@@ -82,8 +82,8 @@ Line ram memory map:
0x5000: Clip plane 0 (low bits)
0x5200: Clip plane 1 (low bits)
0x5400: Unused?
- 0x5600: Used by quizhuhu (taito logo and ingame text), and landmakr (winning text),
- special clip used in tandem with b*00 bit 11? [unemulated]
+ 0x5600: Used by quizhuhu (taito logo and ingame text), and landmakr (winning text),
+ special clip used in tandem with b*00 bit 11? [unemulated]
0x6000: Sync register
0x6004: Sprite alpha control
@@ -839,7 +839,7 @@ WRITE16_MEMBER(taito_f3_state::f3_lineram_w)
/* Update: this doesn't seem to occur anymore, I'll leave this snippet in but commented out.
* fwiw PC=0x1768a0/0x1768a4 is where the game clears lineram in round D, which is a
* move.w Dn, (An,D7.w*2) , a kind of opcode that could've been bugged back then.
- */
+ */
if (m_f3_game==DARIUSG) {
if (m_f3_skip_this_frame)
return;
@@ -849,7 +849,7 @@ WRITE16_MEMBER(taito_f3_state::f3_lineram_w)
}
}
#endif
-
+
COMBINE_DATA(&m_f3_line_ram[offset]);
}