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| author | 2008-10-12 09:18:59 +0000 | |
|---|---|---|
| committer | 2008-10-12 09:18:59 +0000 | |
| commit | cceb21bd99912d9ab91fb3402ee5bbd7fb99635f (patch) | |
| tree | 8ff97f1a7fcbbb55a7b1a94f667e3bf9dcd3195d | |
| parent | ea05fb2e3817e0a5d113e4c9e39b71b62fc8139d (diff) | |
added a note about C2 IRQ6 for future reference when rewriting all this.
| -rw-r--r-- | src/mame/drivers/megadriv.c | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/src/mame/drivers/megadriv.c b/src/mame/drivers/megadriv.c index 881a36d5ed0..ec08573542b 100644 --- a/src/mame/drivers/megadriv.c +++ b/src/mame/drivers/megadriv.c @@ -41,6 +41,19 @@ Known Non-Issues (confirmed on Real Genesis) Castlevania - Bloodlines (U) [!] - Pause text is missing on upside down level Blood Shot (E) (M4) [!] - corrupt texture in level 1 is correct... + +Cleanup / Rewrite notes: + +On SegaC2 the VDP never turns on the IRQ6 enable register + This is because on the real PCB that line of the VDP isn't + connected. Instead the IRQ6 interrupt is triggered by the + line that is used to generate the Z80 interrupt on a standard + genesis. (Once, every frame, on screenline 224) + + I should provide interrupt callback functions for each + vdp line state change, which can be configured in the init + rather than hardcoding them. + */ |
