diff --git a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/APU.cs b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/APU.cs index 72cbcba367..76e048ebe8 100644 --- a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/APU.cs +++ b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/APU.cs @@ -1328,6 +1328,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES } SyncIRQ(); + nes._irq_apu = irq_pending; // since the units run concurrently, the APU frame sequencer is ran last because // it can change the ouput values of the pulse/triangle channels diff --git a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/NES.Core.cs b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/NES.Core.cs index 667f92a230..af8349b2d7 100644 --- a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/NES.Core.cs +++ b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/NES.Core.cs @@ -24,7 +24,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES EDetectionOrigin origin = EDetectionOrigin.None; int sprdma_countdown; - bool _irq_apu; //various irq signals that get merged to the cpu irq pin + public bool _irq_apu; //various irq signals that get merged to the cpu irq pin /// clock speed of the main cpu in hz public int cpuclockrate { get; private set; }