- // Would *not* be /2 if interlaced...!
- uint16 ypos = ((p0 >> 3) & 0x3FF) / 2;
-// This is only theory implied by Rayman...!
-// It seems that if the YPOS is zero, then bump the YPOS value so that it coincides with
-// the VDB value. With interlacing, this would be slightly more tricky.
-// There's probably another bit somewhere that enables this mode--but so far, doesn't seem
-// to affect any other game in a negative way (that I've seen).
-// Either that, or it's an undocumented bug...
-
-//No, the reason this was needed is that the OP code before was wrong. Any value
-//less than VDB will get written to the top line of the display!
-// if (ypos == 0)
-// ypos = TOMReadWord(0xF00046, OP) / 2; // Get the VDB value