; The key state is checked twice, 614.4 µs apart, to ignore the momentary "key ; released" events sent by PC-98 keyboards at the typematic rate if a key is ; held down. This ensures that the game consistently sees that specific input ; being pressed. See the HOLDKEY example in the Research/ subdirectory for ; more explanation and sample code showing off this effect. ; public _input_reset_sense_held _input_reset_sense_held proc far call _input_reset_sense mov cx, 1024 @@wait: out 5Fh, al loop @@wait call _input_sense retf _input_reset_sense_held endp