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tobiasvlISSOtm
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Remove confusing and redundant wording (#519)
* Remove confusing and redundant wording * Link to explanation of interrupt requesting --------- Co-authored-by: Eldred Habert <[email protected]>
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src/Interrupt_Sources.md

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## INT $40 — VBlank interrupt
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This interrupt is requested every time the Game Boy enters VBlank ([Mode 1](<#PPU modes>)).
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This interrupt [is requested] every time the Game Boy enters VBlank ([Mode 1](<#PPU modes>)).
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The VBlank interrupt occurs ca. 59.7 times a second on a handheld Game
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Boy (DMG or CGB) or Game Boy Player and ca. 61.1 times a second on a
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state (inactive=low and active=high) logically ORed into a shared
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"STAT interrupt line" if their respective enable bit is turned on.
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A STAT interrupt will be triggered by a rising edge (transition from
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A STAT interrupt [will be triggered][is requested] by a rising edge (transition from
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low to high) on the STAT interrupt line.
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:::warning STAT blocking
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## INT $50 — Timer interrupt
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Every time that the timer overflows (that is, when [TIMA](<#FF05 — TIMA: Timer counter>) exceeds $FF),
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an interrupt is requested by setting bit 2 in the IF register
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($FF0F). As soon as that interrupt is enabled, the CPU will execute it by
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calling the timer interrupt vector at $0050.
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The timer interrupt [is requested] every time that the timer overflows (that is, when [TIMA](<#FF05 — TIMA: Timer counter>) exceeds $FF).
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## INT $58 — Serial interrupt
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## INT $60 — Joypad interrupt
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The Joypad interrupt is requested when any of [`P1`](<#FF00 — P1/JOYP: Joypad>) bits 0-3 change
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The Joypad interrupt [is requested] when any of [`P1`](<#FF00 — P1/JOYP: Joypad>) bits 0-3 change
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from High to Low. This happens when a button is
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pressed (provided that the action/direction buttons are enabled by
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bit 5/4, respectively), however, due to switch bounce, one or more High to Low
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interrupt would be to terminate the STOP (low power) standby state. GBA SP,
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because of the different buttons used, seems to not be affected by
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switch bounce.
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[is requested]: <#FF0F — IF: Interrupt flag>

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