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alexbevi
GitHub Repository: alexbevi/BizHawk
Path: blob/master/BizHawk.Emulation.Cores/Consoles/Sega/Genesis/Compat.txt
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68000:
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Timings:
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- MULU/MULS/DIVU/DIVS have funky timings.
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- How many cycles does TRAP take to execute?
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- How many cycles does it take to accept an interrupt?
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- AND has some funky timings when it comes to immediates?
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GAMES:
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Ahhh! Real monsters - no sound
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Adventures of Mighty Max - crashes memory mapper
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Air Diver - suffer from lack of 2cell vscroll
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Alien Storm.... gfx glitches. control glitches?
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Altered Beast: start with 0 health, 0 lives???
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Another World .. broken.. (E) tho
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Arcus Odyssey does UNHANDLED Z80 READs... is this a problem?
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Awesome Possum - controls are wrong
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Batman - flicker and music is messed
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Batman Forever - significant gfx issues
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Battle Squadron - crashes memory mapper woo!
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Blood Shot - FPS game - some texture corruption
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Bonkers - substantial gfx corruption
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Buck Rogers crashes in a fun way
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Burning Force - some gfx issues. works way better than it has in the past though!
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Cheese Cat-astrophe - crashes renderer!!
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Chester Cheetah - freezes when starting new game
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Chuck Rock - Music messed up
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Contra Hard Corps: Scrolling is messed up in level 1... used to work.
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Dashin' Desperados .. bottom screen messed up
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Death Duel crashes my renderer... (!)
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Decap Attack - Item select screen messed up
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Double Dragon doesn't boot
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Devilish/Bad Omen - intro messed up.... interesting debug target
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Dune... freezes in intro
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Exile - Immediate gfx issues... Debug target.
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F1 World Championship... Gfx issue at bottom of screen... quite cool working game though!
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Fatal Rewind - appears to do a read.w on FFFFFF... that would be an address error. read.l messes up too. Ergo: basically doesnt work.
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Final Blow - Music messed up
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Fire Shark - Messed up sound
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Flavio's Raster FX Test.. doesnt work
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Foreman for Real doent boot
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Galaxy Force II - gfx issue in level select screen, and in level-end "shoot the core" part
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Gargoyles... gameplay is nonfunctional
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Gauntlet 4 .. title screen messed. gfx corruption. immediately - debug target.
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Golden Axe - controls are jacked up
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Golden Axe 3 intro.... weirder than before for sure
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Grind Stormer
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Herzog Zwei .. doesnt boot fully
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Insector X .. title screen gfx issue
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James Pond 3 crash in intro
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Jim Power - gfx glitches
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Jurassic Park 2 - crashes in intro
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Lemmings: Sound is royally effed... gfx glitches.
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Marvel Land .. holy shit thats psychadelic
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Mega Turrican some gfx glitches
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Mortal Kombat...
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MUSHA: Intro music starts too soon. Suffers from lack of 2-cell-vertical-scroll mode.
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Out of This World... pretty substantially broken
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Outrun 2019, much more significant gfx issues.
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Outrun, minor gfx issue. maybe related to h-int timing?
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Outrunners, some gfx issues... but not as bad as you might think!!! apparently doesnt use interlace mode?
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Panorama Cotton still not working right
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Power Monger messed up
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RamboIII - intro gfx corrupted - MAYBE GOOD DEBUGGING TARGET
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Shining in the Darkness: Check out sprites in the tavern... very odd
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Sonic 2: Aside from lack of interlace mode, the shadows in the special stage are white....?
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Sonic 2: Something still amiss with title screen sprite masking
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Sonic 3 serious gfx glitches
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Star Control - Shit gets crazy
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Steel Empire - controls messed up. probably gfx issues also.
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Sub-Terrania some gfx issues in intro
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Super Hang-On - Sprite priority/masking isnt happening the way its supposed to on the tracks.
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Super Fantasy Zone: Sound totally boned, missing graphics
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TaleSpin - gfx glitches
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The Humans
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The Immortal
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Truxton - Sound is jaaaacked.
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Verytex - gfx issues
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Zero Tolerance - gfx bugs that didnt used to happen :(
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Zombies At My Neighbors: doesnt boot really
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Zoop doesnt boot
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======================================================
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Fixed Issues: (listed for regression testing purposes)
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======================================================
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(Sprites X/Y are 10-bit, but must be masked to 9-bit)
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- Dragon's Revenge.... ball sprite seems missing? of all the sprites to not show up...
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- Fire Shark - Sprites dont render... VERY similar to Truxton. Same engine?
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- Truxton - Sprites do not appear to be rendering.
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- Zero Wing - Sprites arent rendering.......
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Flavio's DMA test... DMAs when it shouldnt!! - Masking off too much of the VDP command code
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Fun-n-Games fails its fadeouts. -- Fixed CRAM reads. I failed math.
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Sonic Spinball executes a VSRAM read -- Implemented VSRAM reads.
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Bugs related to longword read/write VRAM. Multiple bugs were present including sign-extension and endians and crap.
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- Crusader of Centy- Text boxes messed up
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- Eternal Champions - immediate gfx corruption
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- Garfield... immediate gfx corruption. debug target.
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- Kid Chameleon - gfx corruption on bounce bricks and level-end effect
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Games to test window calculation on:
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- Road Blasters (doesnt use window, but Window & Nametable A are at same location)
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- Out of this World - Same as Road Blasters
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- Musha,Gaiares - Window at top
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- Eliminate Down - Window at bottom
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- Monster World 4, Wonder Boy in Monster World - Window at top - needs window scroll plane size adjustment
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- D&D Warriors of the Eternal Sun - Window at bottom and at sides
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- Truxton, Fire Shark - Window on Right
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======================================================
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TODO: non-instant DMA emulation
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TODO: Add 68000/VDP interrupt enable delay (one instruction, similar to After Burner/PCE)
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TODO: H-Ints timing possibly not correct... Some game raster effects work, others don't work as expected. (could be HVC tho)
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TODO: Test DMA/ VDP command words.... I'm not at all convinced that VRAM is always correct
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==============
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Notable games:
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==============
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Ghouls n Ghosts sets up the graphics planes backwards from normal, by setting the plane A to be low priority and Plane B to be high priority.
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If you have a bug in your priority code this may find it.
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Revenge of Shinobi will not play DAC sounds if YM2612 registers are not initialized to L/R channels enabled.
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Ballz doesnt really initialize hardly any VDP registers, relies on VDP registers powered-on to the correct values
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Contra appears to use VDP A0 set = byte-swap. Not sure if its important in anyway in that game, but the byte swap happens.
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Games that use VRAM->VRAM Copy: D&D Warriors of the Eternal Sun, MUSHA, Devilish, Viewpoint
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Games that require accurate VRAM fill emulation include Thunder Force IV,
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Contra Hard Corps, Revenge of Shinobi, Taiga Drama, and Sword of Vermillion.
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Sonic Spinball reads from VSRAM
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Games to test for sprite masking/overflow:
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- Sonic 1 title screen (uses overflow to mask)
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- Sonic 2 title screen (uses sprite mask modes)
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- Galaxy Force 2 level select (uses sprite mask)
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- Landstalker sprite masking (chests and such)
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- Nemesis test rom
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Games known to use 2-cell vertical scroll mode:
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- Air Diver
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- Exo Squad
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- Contra Hard Corps (giant robot boss on stage 1)
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- MUSHA (stage 3)
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