First post, by superfury
How is the IR bitmap handled compared to the I/O bitmap? I'd assume it's using default byte values of 0x00 or 0xff when it's not past the I/O bitmap pointer itself(in much the same way it's done for compatibility with the I/O bitmap, but in opposite direction)? What happens when the I/O bitmap pointer points to 5 past it's address(IOPB offset being 69h)? What does the byte at offset 68h mean in that case? The first or the last 8 interrupts?
Author of the UniPCemu emulator.
UniPCemu Git repository
UniPCemu for Android, Windows, PSP, Vita and Switch on itch.io